예제 #1
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 public Group(string name, int healthPoints, int damage, IAttack attack, IWarEffect warEffect)
 {
     this.Name = name;
     this.StartingHealthPoints = healthPoints;
     this.HealthPoints = healthPoints;
     this.Damage = damage;
     this.Attack = attack;
     this.WarEffect = warEffect;
 }
 public Blob(string name, int health, int damage, IBehavior behaviorType, IAttack attackType)
 {
     this.Name = name;
     this.Health = health;
     this.Damage = damage;
     this.BehaviorType = behaviorType;
     this.AttackType = attackType;
     this.IsAlive = true;
 }
        void Start () {
            Health = GetComponent<Health>();

            // TODO(jordan): extract this into a MovesList class
            CurrentlySelectedAttack = GetComponent<BasicAttack>();

            // !DEBUG(aaron)
            //Controller.CombatTimer.After(0.25f, () => Debug.Log("Hello from Unit!"));
        }
예제 #4
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 public static int CalculateDamage(Actor a, IAttack attack, Actor d)
 {
     int maxDamage = CalculateMaximumDamage(a, attack, d);
     int avgAccuracy = a.ActorType.AccuracyTrend.Calculate(a.Level) + a.Level;
     int totalAccuracy = a.Accuracy + attack.Accuracy;
     int accuracyDelta = totalAccuracy - avgAccuracy;
     double minDamagePercentage = CalculateMinimumDamagePercentage(accuracyDelta);
     int minDamage = (int)(maxDamage * minDamagePercentage);
     return Game.Random.Next(minDamage, maxDamage);
 }
예제 #5
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파일: Blob.cs 프로젝트: bobosam/CSharpOOP
 public Blob(string name, int health, int damage, IBehavior behavior, IAttack attack)
 {
     this.Name = name;
     this.Health = health;
     this.Damage = damage;
     this.Behavior = behavior;
     this.Attack = Attack;
     this.InitialDamage = damage;
     this.InitialHealth = health;
 }
예제 #6
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        public Blob(string name, int health, int damage, IBehave behavior, IAttack attack)
        {
            this.Name = name;
               this.Health = health;
               this.Damage = damage;
               this.Behavior = behavior;
               this.Attack = attack;

               this.halfhealth = this.Health/2;
        }
예제 #7
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 public Blob(string name, int health, int damage, IAttack attack, string behaviorType)
 {
     this.Name = name;
     this.Health = health;
     this.initialHealth = Health;
     this.Damage = damage;
     this.attack = attack;
     this.behaviorType = behaviorType;
     this.dead = false;
 }
예제 #8
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파일: Blob.cs 프로젝트: zhecho1215/Softuni
 public Blob(int damage, int health, string name, IBehavior behavior, IAttack attackType)
 {
     this.Damage = damage;
     this.Health = health;
     this.Name = name;
     this.Behavior = behavior;
     this.AttackType = attackType;
     this.InitialDamage = damage;
     this.initialHealth = health;
     this.IsAlive = true;
 }
예제 #9
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파일: Blob.cs 프로젝트: krasi070/OOP
 public Blob(string name, int health, int damage, IAttack attackType, IBehavior behaviorType)
 {
     this.Name = name;
     this.Health = health;
     this.InitialHealth = this.Health;
     this.Damage = damage;
     this.InitialDamage = this.Damage;
     this.AttackType = attackType;
     this.BehaviorType = behaviorType;
     this.HasUsedBehavior = false;
 }
 public Blob(string name, int health, int damage, IAttack attack, IBehavior behavior)
 {
     this.Name = name;
     this.Health = health;
     this.Damage = damage;
     this.Attack = attack;
     this.Behavior = behavior;
     this.TurnsCounter = defaultTurnsCounter;
     this.defaultHealth = health;
     this.defaultDamage = damage;
     this.IsAlive = true;
 }
예제 #11
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 /// <summary>
 /// Initializes a new instance of the <see cref="Blob"/> class.
 /// </summary>
 /// <param name="name">The name of the blob.</param>
 /// <param name="health">The initial health value of the blob.</param>
 /// <param name="damage">The initial damage value of the blob.</param>
 /// <param name="attack">The Attack object of the blob.</param>
 /// <param name="behavior">The behavior object of the blob.</param>
 public Blob(string name, int health, int damage, IAttack attack, IBehavior behavior) 
     : base(name)
 {
     this.initialHealth = health;
     this.initialDamage = damage;
     this.Health = this.initialHealth;
     this.Damage = this.initialDamage;
     this.attack = attack;
     this.behavior = behavior;
     this.attack.SetOwner(this);
     this.behavior.SetOwner(this);
 }
예제 #12
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 public Blob(string name, int health, int damage, IBehavior behavior, IAttack attack)
 {
     this.Name = name;
     this.Health = health;
     this.Damage = damage;
     this.Behavior = behavior;
     this.Attack = attack;
     this.BehaviorIsTriggered = false;
     this.BehaviorTriggeredInBattle = false;
     this.InitialBlobHealth = health;
     this.InitialBlobDamage = damage;
 }
예제 #13
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 public Blob(
     string name,
     int health,
     int attackDamage,
     IBehavior behavior,
     IAttack attack) 
     : base(name)
 {
     this.Name = name;
     this.Health = health;
     this.AttackDamage = attackDamage;
     this.Behavior = behavior;
     this.AttackType = attack;
 }
예제 #14
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        public Blob(string name, int health, int damage, IBehavior blobBehavior, IAttack blobAttack)
        {
            Name = name;
            Health = health;
            InitialHealth = Health;

            Damage = damage;
            InitialDamage = Damage;

            BlobBehavior = blobBehavior;
            BlobAttack = blobAttack;

            IsAlive = true;
            BlobBehavior.HasBeenTriggered = false;
        }
        public static int DynamicDamageCalculator(IAttack power)
        {
            int powerNumerator = new int();
            for (int i = 0; i < HitPrecision; i++)
            {
                if (Randomizer.Rand.Next(0, 101) <= power.SuccessRate)
                {
                    powerNumerator += power.AttackPower;
                }
            }

            if ((power.AttackType == AttackTypeEnum.ForceAttack && Rules == FightRulesEnum.MentalFight) ||
            (power.AttackType == AttackTypeEnum.MindAttack && Rules == FightRulesEnum.BrutalFight))
            {
                return powerNumerator / (HitPrecision * WrontHitPenaltyDenominator);
            }

            return powerNumerator / HitPrecision;
        }
예제 #16
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        public Blob(string name, int health, int damage, 
            IAttackFactory attackFactory, IBehaviorFactory behaviorFactory, 
            string attackType, string behaviorType)
        {
            this.Name = name;
            this.Health = health;
            this.Damage = damage;

            this.attackFactory = attackFactory;
            this.behaviorFactory = behaviorFactory;

            this.attack = this.attackFactory.DefineAttack(attackType);
            this.behavior = this.behaviorFactory.DefineBehavior(behaviorType);

            this.initialHealth = health;
            this.initialDamage = damage;

            this.hasTriggeredBehavior = false;
            this.concecutiveBehaviorDeley = DeffaultConcecutiveBehaviorDeley;
        }
예제 #17
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 public PlayerAttackComponent(SpriteSheetLoader spriteSheetLoader, SpriteBatch spriteBatch)
 {
     _spriteBatch  = spriteBatch;
     _spriteLoader = spriteSheetLoader;
     _punchAttack  = new PunchAttack(_spriteLoader, _spriteBatch);
 }
예제 #18
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 public IAttack ProduceAttack(IAttack initialAttack)
 {
     return(new DefaultAttack(initialAttack.TargetId, _damage));
 }
예제 #19
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 // Start is called before the first frame update
 void Start()
 {
     attackController = GetComponentInChildren <IAttack>();
 }
 public void RemoveUnit(IAttack attack)
 {
     _attacks.Remove(attack);
 }
예제 #21
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 public void PerformAttack(IAttack attack, PokeBase victim)
 {
     victim.TakeDamage(attack);
 }
예제 #22
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파일: Enemy.cs 프로젝트: Chando/TD
 public Enemy(IAttack attackBehaviour, ICostLives costLivesBehaviour, IReward rewardBehaviour)
 {
     this.attackBehaviour = attackBehaviour;
     this.costLivesBehaviour = costLivesBehaviour;
     this.rewardBehaviour = rewardBehaviour;
 }
예제 #23
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        public IBlob Create(string name, int damage, int health, IBehavior behavior, IAttack attackType)
        {
            var blob = new Blob(damage, health, name, behavior, attackType);

            return blob;
        }
예제 #24
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 public FireAttack(IAttack attack) : base(attack)
 {
     ignoreTags = new List <string> {
         "Water"
     };
 }
예제 #25
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 public IceAttack(IAttack attack) : base(attack)
 {
     ignoreTags = new List <string> {
         "Algo"
     };
 }
예제 #26
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 private void InitiateAttack()
 {
     playerAttack = new PlayerAttack(inputReader, weaponSystem);
     playerAttack.InitiateAttack();
 }
예제 #27
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 public void SetSecondaryAttack(IAttack attack)
 {
     this.secondaryAttack = attack;
 }
예제 #28
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 public void SetPrimaryAttack(IAttack attack)
 {
     this.primaryAttack = attack;
 }
예제 #29
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    public void TakeHit(IAttack hitBy)
    {
        var direction = Vector3.Normalize(transform.position - hitBy.transform.position);

        rigidbody.AddForce(direction * forceAmount, ForceMode.Impulse);
    }
예제 #30
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 private void HandleInput()
 {
     if (!disableInput)
     {
         IPlayerState newState = state.HandleInput(this);
         if (newState != null)
         {
             state.ExitState(this);
             state = newState;
             state.EnterState(this);
         }
         IAttack newAttackState = attackState.HandleInput(this);
         if (newAttackState != null)
         {
             attackState.ExitState(this);
             attackState = newAttackState;
             attackState.EnterState(this);
         }
     }
 }
예제 #31
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        public IBlob CreateBlob(string name, int health, int damage, IBehaviour behaviour, IAttack attack)
        {
            IBlob blob = new Blob(name, health, damage, behaviour, attack);

            return(blob);
        }
예제 #32
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        //ap = 25;
        //time = 5;
        //armor = 10;

        public override void defend(IAttack attack)
        {
            attack.setResultingPower(System.Math.Max(attack.getAttackPower() - this.getDefencePower(), 0));
        }
예제 #33
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 public void SetAttack(int attackID, RuntimeAnimatorController attackAnimController)
 {
     currentFireArmAttack = FireArmAttacks[attackID];
     topBodyAnimator.runtimeAnimatorController = attackAnimController;
 }
예제 #34
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 public void TakeDamage(IAttack attack)
 {
     this.Health -= attack.BaseDamage;
 }
예제 #35
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 public void SetDefaultAttack()
 {
     currentFireArmAttack = FireArmAttacks[1];
     topBodyAnimator.runtimeAnimatorController = gunAnimController;
     EventManager.TriggerEvent(GlobalEvents.GunUsed, bulletCount);
 }
예제 #36
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    // TODO: Is it worth to use reflection on this one?
    private void Initialize()
    {
        switch (data.attackTarget)
        {
        case AttackTarget.Closest:
            iAttackTarget = new ClosestAttackTarget(this);
            break;

        default:
            iAttackTarget = new NoneAttackTarget();
            break;
        }

        switch (data.onHitEffect)
        {
        case OnHitEffect.Slow:
            iOnHitEffect = new SlowAbility();
            break;

        case OnHitEffect.Stun:
            iOnHitEffect = new StunAbility();
            break;

        default:
            iOnHitEffect = new NoneAbility();
            break;
        }

        switch (data.attackType)
        {
        case AttackType.SingleTarget:
            iAttack = new SingleTargetAttack(this, iOnHitEffect);
            break;

        case AttackType.AOE:
            iAttack = new AOEAttack(this, iOnHitEffect);
            break;
        }

        switch (data.buffTarget)
        {
        case BuffTarget.Aura:
            iBuffTarget = new AuraBuffTarget(this);
            break;

        default:
            iBuffTarget = new NoneBuffTarget();
            break;
        }

        switch (data.buffType)
        {
        case BuffType.AttackDamage:
            iBuff = new AttackDamageBuff(this);
            break;

        case BuffType.AttackSpeed:
            iBuff = new AttackSpeedBuff(this);
            break;
        }
    }
 /// <summary>
 /// Creates a new attack action, capturing the attack and target of the attack.
 /// </summary>
 public AttackAction(IAttack attack, Character target)
 {
     _attack = attack;
     _target = target;
 }
예제 #38
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 public static int CalculateMaximumDamage(Actor a, IAttack attack, Actor d)
 {
     int totalAttack = a.Attack + attack.Attack;
     int totalDefence = d.Defence;
     return Math.Abs(totalAttack - totalDefence);
 }
예제 #39
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        public void Attack(Character attacker, IAttack attack, Character defender)
        {
            if (attacker.Name.Equals(defender.Name))
            {
                return;
            }
            string tempString;
            bool   IsCritical = false;

            if (Global.random.Next(100) >= 100 - attack.CriticalHitProbability)
            {
                IsCritical = true;
            }

            if (defender.currentHealthState == HealthState.Normal)
            {
                if (Global.random.Next(100) >= 100 - attack.BurnProbability)
                {
                    defender.currentHealthState = HealthState.Burn;
                    defender.isBurnShaderOn     = true;
                }

                if (Global.random.Next(100) >= 100 - attack.FreezeProbability)
                {
                    defender.currentHealthState = HealthState.Freeze;
                    defender.isFreezeShaderOn   = true;
                }
            }

            //(1-attacker.damage)
            int Damage = CalculateDamage(attacker, attack, IsCritical, defender);

            defender.CurrentHealth -= Damage;
            defender.isHitShaderOn  = true;

            if (defender.CurrentHealth > 0)
            {
                tempString = attacker.Name + " hit " + defender.Name + " with " + attack.Name + " for " + Damage;
            }
            else
            {
                tempString          = attacker.Name + " killed " + defender.Name + " with " + attack.Name;
                attacker.Experience = attacker.Experience + defender.Experience;
                if (defender is Player)
                {
                    Global.CurrentGameState = Global.Gamestates.isGameOver;
                }
            }
            if (IsCritical)
            {
                tempString += ". Critical hit!";
            }
            if (defender.currentHealthState == HealthState.Freeze)
            {
                tempString += ". Frozen!";
            }
            if (defender.currentHealthState == HealthState.Burn)
            {
                tempString += ". Burned!";
            }
            Global.Gui.WriteToConsole(tempString);
            if (attacker is Warrior)
            {
                Warrior war = (Warrior)attacker;
                if (war.isBerserkerRageOn)
                {
                    int heal = (int)Math.Ceiling(war.Health * 0.01);
                    war.addHealth(heal);
                    Global.Gui.WriteToConsole("Berserker Rage healed " + war.Name + " for " + heal);
                }
            }
            if (defender is Player)
            {
                Global.SoundManager.playerHurt.Play();
            }
        }
예제 #40
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 public AttackDecorator(IAttack attack)
 {
     _attack = attack;
 }
 public override IAttack ProduceAttack(IAttack initialAttack)
 {
     // TODO
     return(new DefaultAttack(initialAttack.TargetId, initialAttack.Damage * _attackMultiplier));
 }
예제 #42
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 public void defend(IAttack attack)
 {
     this.getPlayerData().defend(attack);
 }
예제 #43
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 public virtual IAttack HandleAttack(IAttack initialAttack)
 {
     return(initialAttack);
 }
        public IBlob CreateBlob(string name, int health, int damage, IBehavior behavior, IAttack attack)
        {
            Blob blob = new Blob(name,health,damage,behavior,attack);

            return blob;
        }
예제 #45
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 public AttackTest()
 {
     _attack = new Attack();
 }
예제 #46
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    void Start()
    {
        state = new StandingState();
        attackState = new IdleAttackState();
        animator = GetComponent<Animator>();
        AttackCollider.SetActive(false);
        health = GetComponent<Health>();
        controller = GetComponent<MoveController>();
        gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2) / 3;
        jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
        print("Gravity: " + gravity + "  Jump Velocity: " + jumpVelocity);

        initialRegenTime = 6;
        regenTick = 2;

        knockBackResistance = 10;
        knockBackCounter = 0;
        knockBackReset = 0;

        flinchResistance = 10;
        flinchCounter = 0;
        flinchReset = 0;

        text = GameObject.Find("HealthText").GetComponent<Text>();
        text.text = text.GetComponent<Score>().modX(0).ToString();
        blink = false;
        blinkTime = 0;
    }
예제 #47
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        public void AttackEnemy(IBlob enemyBlob, IAttack attackType)
        {
            this.Health = attackType.ChangeHealth(this.Health);
            CheckBehaviorDuringAttack();

            enemyBlob.Health -= attackType.ChangeDamage(this.Damage);
        }
예제 #48
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    /*
    void Awake()
    {
        if (player == null)
        {
            player = gameObject;
        }else if(player != gameObject)
        {
            Destroy(gameObject);
        }
    }*/
    void Start()
    {
        state = new StandingState();
        attackState = new IdleAttackState();
        animator = GetComponent<Animator>();
        skillManager = gameObject.AddComponent<SkillManager>();
        AttackCollider.SetActive(false);
        health = GetComponent<Health>();
        controller = GetComponent<MoveController>();
        crowdControllable = GetComponent<CrowdControllable>();
        mana = GetComponent<Mana>();
        attack = GetComponentInChildren<DealDamage>();
        defense = GetComponent<Defense>();
        attackController = GetComponent<AttackController>();
        gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);
        jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
        audiosource = GetComponent<AudioSource>();

        initialRegenTime = 6;
        regenTick = 2;

        DontDestroyOnLoad(gameObject);

        skill[0] = null;
        skill[1] = null;
        skill[2] = null;
        skill[3] = null;
        threatLevel = damageDealt = 0;

        GetComponent<ID>().setTime(false);
        CCI = GameObject.Find("Main Process").GetComponentInChildren<Character_Class_Info>();
        si = GameObject.Find("Main Process").GetComponentInChildren<Skill_info>();
        Fully_Update();
    }
예제 #49
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 public int PerformAttack(IAttack attack)
 {
     this.Attack = attack;
     return(this.Attack.PerformAttack());
 }
예제 #50
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 public void AssignSpell(IAttack spell)
 {
     spellAttack = spell;
     spellName   = spell.GetType().ToString();
 }
예제 #51
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 public Robot(IMove move, IAttack attack, string name)
 {
     this.MoveAlgorithem   = move;
     this.AttackAlgorithem = attack;
     this.Name             = name;
 }
예제 #52
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 public IBlob Create(string name, int health, int damage, IBehave behavior, IAttack attack)
 {
     return new Blob(name,health,damage,behavior,attack);
 }
예제 #53
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        // Start is called before the first frame update
        protected void Start()
        {
            if (cam == null)
            {
                cam = GetComponentInChildren <Camera>();
            }

            int i = 0;

            foreach (var weapon in weapons) //go throught all weapons in list at start
            {
                if (weapon == null)         //only is its not null
                {
                    //if (primaryWeaponIndex < 0)
                    //    primaryWeaponIndex = i;
                    //else if (secondaryWeaponIndex < 0)
                    //    secondaryWeaponIndex = i;
                    i++;
                    continue;
                }
                if (primaryWeaponIndex < 0 && weapon.type == WeaponType.primary)        //if first primary, update primaryIndex
                {
                    primaryWeaponIndex = i;
                }
                if (weapon.type == WeaponType.secondary)        // if secondary
                {
                    if (secondaryWeaponIndex < 0)               //is not assigned yet
                    {
                        secondaryWeaponIndex = i;               //set it
                    }
                    else                                        //else drop other secondaries, because there can only be one.
                    {
                        //if (primaryWeaponIndex < 0)
                        //    primaryWeaponIndex = i;
                        DropWeapon(i);
                        i++;
                        continue;
                    }
                }

                weapon.Init(cam);             //must init weapons
                weapon.Pick();                //weapon is already picked at start
                Dequip(weapon);               //dequip temporarily
                if (weapon is MeleeBehaviour) //meh
                {
                    melee = weapon.GetComponent <IAttack>();
                }

                i++;        //next.
            }
            currentEquippedWeaponIndex = -1;

            //equip something at start.
            if (primaryWeaponIndex >= 0)
            {
                EquipWeapon(primaryWeaponIndex);
            }
            else if (secondaryWeaponIndex >= 0)
            {
                EquipWeapon(secondaryWeaponIndex);
            }
        }
예제 #54
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 public virtual IAttack ProduceAttack(IAttack initialAttack)
 {
     return(initialAttack);
 }
예제 #55
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 public void AddGridSquare(IAttack gridSquare)
 {
     grid[((GridSquare)gridSquare).Y, ((GridSquare)gridSquare).X] = gridSquare;
 }