private void Update() { TileOccupier tO = TileOccupier.GetTileOccupant(Engine.MapCursor.GetTile()); if (tO != null && tO.gameObject == gameObject && Engine.MapCursor.PanelMode != 0) { Mode = Engine.MapCursor.PanelMode; } else { Mode = 0; } }
public static void ThrowStone(CombatUnit caster, Tile targetTile, CombatUnit targetUnit) { Action action = Engine.CombatManager.ActionTable["ThrowStone"]; Timeline t = new GameObject("Throw Stone Timeline").AddComponent <Timeline>(); t.gameObject.AddComponent <CameraFocus_TimelineEvent>().Init(t, 0, caster.transform.position, .5f); t.Advance(.5f); t.gameObject.AddComponent <Message_TimelineEvent>().Init(t, 0, "Effect", action.GetName()); t.Advance(.15f); t.gameObject.AddComponent <FaceTile_TimelineEvent>().Init(t, 0, caster.GetComponent <Facer>(), targetTile); t.gameObject.AddComponent <UnitAnimation_TimelineEvent>().Init(t, 0, "Armature|SwordAttack", caster.GetComponentInChildren <Animator>()); t.gameObject.AddComponent <PlaySound_TimelineEvent>().Init(t, 0, "sword_swing"); t.Advance(.25f); // Moment of impact TileOccupier tO = TileOccupier.GetTileOccupant(targetTile); if (tO != null) { targetUnit = tO.GetComponent <CombatUnit>(); int damage = Action.Mod2(caster.PA, false, Element.None, caster, targetUnit, System.Reflection.MethodBase.GetCurrentMethod().Name); targetUnit.TakeDamage(damage); t.gameObject.AddComponent <UnitAnimation_TimelineEvent>().Init(t, 0f, "Armature|Hurt", targetUnit.GetComponentInChildren <Animator>()); t.gameObject.AddComponent <PlaySound_TimelineEvent>().Init(t, 0, "slash"); t.gameObject.AddComponent <SpawnEffect_TimelineEvent>().Init(t, .2f, "PhysicalDamage", targetTile); t.gameObject.AddComponent <FlyingText_TimelineEvent>().Init(t, .35f, damage.ToString(), targetUnit); t.gameObject.AddComponent <UnitAnimation_TimelineEvent>().Init(t, .55f, caster.GetDefaultAnimation(), caster.GetComponentInChildren <Animator>()); t.gameObject.AddComponent <UnitAnimation_TimelineEvent>().Init(t, .55f, targetUnit.GetDefaultAnimation(), targetUnit.GetComponentInChildren <Animator>()); t.Advance(.55f); } else { t.gameObject.AddComponent <UnitAnimation_TimelineEvent>().Init(t, 1f, caster.GetDefaultAnimation(), caster.GetComponentInChildren <Animator>()); } t.gameObject.AddComponent <DestroyTimeline_TimelineEvent>().Init(t, .25f); t.PlayFromStart(); }
// Update is called once per frame void Update() { animate(); if (Engine.InputManager.Attach == this) { DelegatedInput(); if (Engine.InputManager.Accept) { Engine.InputManager.Accept = false; TileOccupier tO = TileOccupier.GetTileOccupant(GetTile()); if (tO) { tO.GetComponent <CombatUnit>().ShowMenu(); } } } }
public static void Fire(CombatUnit caster, Tile targetTile, CombatUnit targetUnit) { Action action = Engine.CombatManager.ActionTable["Fire"]; Timeline t = new GameObject("Fire Timeline").AddComponent <Timeline>(); t.gameObject.AddComponent <CameraFocus_TimelineEvent>().Init(t, 0, caster.transform.position, .5f); t.Advance(.5f); t.gameObject.AddComponent <Message_TimelineEvent>().Init(t, 0, "Effect", action.GetName()); t.Advance(.15f); t.gameObject.AddComponent <FaceTile_TimelineEvent>().Init(t, 0, caster.GetComponent <Facer>(), targetTile); t.Advance(.25f); // Moment of impact List <Tile> affected = action.AffectedTiles(targetTile, new List <Tile>()); foreach (Tile affectedTile in affected) { TileOccupier tO = TileOccupier.GetTileOccupant(affectedTile); if (tO != null) { targetUnit = tO.GetComponent <CombatUnit>(); int damage = Action.Mod5(Element.Fire, 14, caster, targetUnit); targetUnit.TakeDamage(damage); t.gameObject.AddComponent <CameraFocus_TimelineEvent>().Init(t, 0, tO.transform.position, .25f); t.gameObject.AddComponent <SpawnEffect_TimelineEvent>().Init(t, .25f, "Fire", tO.GetOccupiedTile()); t.gameObject.AddComponent <UnitAnimation_TimelineEvent>().Init(t, 1.25f, "Armature|Hurt", tO.GetComponentInChildren <Animator>()); t.gameObject.AddComponent <FlyingText_TimelineEvent>().Init(t, 2.25f, damage.ToString(), tO); t.gameObject.AddComponent <UnitAnimation_TimelineEvent>().Init(t, 3.75f, targetUnit.GetDefaultAnimation(), targetUnit.GetComponentInChildren <Animator>()); t.gameObject.AddComponent <UnitAnimation_TimelineEvent>().Init(t, 3.75f, caster.GetDefaultAnimation(), caster.GetComponentInChildren <Animator>()); t.Advance(3.75f); } } t.gameObject.AddComponent <UnitAnimation_TimelineEvent>().Init(t, 0f, caster.GetDefaultAnimation(), caster.GetComponentInChildren <Animator>()); t.gameObject.AddComponent <DestroyTimeline_TimelineEvent>().Init(t, .25f); t.PlayFromStart(); }
public static CombatUnit TargetUnit(Tile targetTile) { TileOccupier tO = TileOccupier.GetTileOccupant(targetTile); return((tO != null) ? tO.GetComponent <CombatUnit>() : null); }
private void Update() { if (Engine.InputManager.Attach != this) { return; } switch (State) { case TargetableActionState.WaitingForTileSelect: Engine.MapCursor.DelegatedInput(); if (Engine.InputManager.Accept) { Engine.InputManager.Accept = false; Tile TargetTile = Engine.MapCursor.GetTile(); if (TargetTile.CurrentlySelectable) { TargetTile = Engine.MapCursor.GetTile(); HighlightAffectedTiles(TargetTile); Caster.gameObject.GetComponent <UnitPanel>().ModeOverride = 1; State = TargetableActionState.WaitingForTileConfirm; if (TileOccupier.GetTileOccupant(TargetTile) != null) { CombatUnit target = TileOccupier.GetTileOccupant(TargetTile).GetComponent <CombatUnit>(); if (target) { PredictEffect(target); } } } else { Message m = new GameObject().AddComponent <Message>(); m.BoxMessageLabel = "Check"; m.BoxMessage = "Select within range."; m.ReturnControlTo = this; Engine.AssignControl(m); } } else if (Engine.InputManager.Cancel) { Engine.InputManager.Cancel = false; State = TargetableActionState.Inactive; Menu.ShowAllMenus(); Engine.AssignControl(Menu); Engine.TileManager.ClearHighlights(); //Engine.PathManager.ClearAll(false); Engine.CameraManager.SetTargetPosition(Caster.transform.position, .5f); Engine.MapCursor.X = Caster.gameObject.GetComponent <TileOccupier>().X; Engine.MapCursor.Y = Caster.gameObject.GetComponent <TileOccupier>().Y; Engine.MapCursor.GoToTile(); } break; case TargetableActionState.WaitingForTileConfirm: if (Engine.InputManager.Accept) { Engine.InputManager.Accept = false; Menu m = new GameObject().AddComponent <Menu>(); m.Attach = Caster.gameObject; m.Top = .5f; m.Left = .7f; m.name = "Confirm Effect"; m.ReturnControlTo = this; Execute_MenuOption e = m.gameObject.AddComponent <Execute_MenuOption>(); SetExecute(e); m.AddMenuOption("Execute", e); NoExecute_MenuOption ne = m.gameObject.AddComponent <NoExecute_MenuOption>(); m.AddMenuOption("Quit", ne); } if (Engine.InputManager.Cancel) { Engine.InputManager.Cancel = false; State = TargetableActionState.WaitingForTileSelect; Engine.TileManager.ClearHighlights(); HighlightSelectableTiles(); //Prediction[] ps = ReturnControlTo.gameObject.GetComponents<Prediction>(); //foreach (Prediction p in ps) //{ // Destroy(p); //} } break; } }