예제 #1
0
    // Use this for initialization
    public virtual void Awake()
    {
        sndsource = GetComponent <AudioSource>();
        bonus     = 0;
        //adjacency = 1;
        doresistcalc     = true;
        dieAfterMove     = false;
        damagesources    = new List <Vector3>();
        damageresistance = 0;
        unitCanvas       = GetComponentInChildren <UnitCanvas>();
        animating        = false;
        Morale           = MaxMorale;

        unitCanvas.SetMaxMP(MaxMorale);
        unitCanvas.SetCurrentMP(MaxMorale);

        actions     = new List <Action>();
        movesLeft   = movesPerTurn;
        currentVect = Vector3.zero;
        rb          = GetComponent <Rigidbody2D>();
        steps       = new List <Vector3Int>();
        //position = Vector3Int.RoundToInt(transform.position - offset);
        gridController = transform.parent.gameObject.GetComponent <TileGridController>();
        //gridController.blockPosition()
        actions.Add(new Action("Move", MoveDistance, ActType.Movement, 0, -1, "", "", Color.white));
        actions.Add(new Action("Blow vuvuzela", 6, ActType.Cone, 6, 6, "EnemyUnit", "DOOT!", Color.white, 0, 4));
        actions.Add(new Action("Finger guns", 9, ActType.Targetted, 6, 0, "Unit", "Finger guns", Color.white, 0, 1));
        actions.Add(new Action("Glitterbomb", 6, ActType.Grenade, 10, 10, "", "Glitterbomb", Color.white, 0, 6));
        //actions.Add(new Action("Strike a pose", 0, ActType.Grenade, 10, 20));
        actions.Add(new Action("Bear hug", MoveDistance, ActType.Melee, 6, -1, "", "Bear hug", Color.cyan, 0, 0));
    }
예제 #2
0
 private void Awake()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     if (Instance != this)
     {
         Destroy(gameObject);
     }
 }
예제 #3
0
    void Awake()
    {
        gc = FindObjectOfType <GameController>();
        sr = GetComponent <SpriteRenderer>();
        sl = FindObjectOfType <StatsLoader>();

        hb      = GetComponentInChildren <Healthbar>();
        uCanvas = GetComponentInChildren <UnitCanvas>();
        path    = GetComponent <Pathfinding>();

        // range & tiles they can move is multiplyed by the size of a cell so they can move properly
        range     *= gc.cellSize;
        moveSpeed *= gc.cellSize;

        attackDamage = maxAttackDamage;
        magicDamage  = maxMagicDamage;
        armor        = maxArmor;
        resist       = maxResist;
        speed        = maxSpeed;

        mana = 0;

        tempAD = 0;
        tempMD = 0;
        tempAR = 0;
        tempMR = 0;
        tempSP = 0;

        critChance    = 0;
        blockChance   = 0;
        bleedChance   = 0;
        reducedDamage = 0;
        armorPen      = 0;
        mrPen         = 0;
        manaGrowth    = 0;
        moral         = 0;
        lifesteal     = 0;

        LoadData();
    }