// Update is called once per frame //void Update () { // update_timers (); //} void Start() { //Unity stuff fac = Types.Faction.RED;//TODO test only rb = GetComponent<Rigidbody> (); //init stats flags.init (); c_flags.init (); base_u_stats.init (); base_c_stats.init (); runtime_c_stats.init (); runtime_c_stats.level = 10; load_garen_base_stats (); //init runtime stats runtime_u_stats = base_u_stats; //set timers autoAtkTimer = new Utility.Timer(runtime_u_stats.attack_speed); Q_timer = new Utility.Timer (0f); W_timer = new Utility.Timer (0f); E_timer = new Utility.Timer (0f); R_timer = new Utility.Timer (0f); Passive_timer = new Utility.Timer (0f); status = new List<Status> (); //rb.detectCollisions = true; //init appearances //load special FX }
//Virtuals public override void init() { ui = Utility.get_UI(transform.parent.gameObject); ui_champ = Utility.get_UI(transform.parent.gameObject) as UI_Champion; fac = Types.Faction.OTHER; autoAtkTimer = new Utility.Timer(1f); Q_timer = new Utility.Timer(0f); W_timer = new Utility.Timer(0f); E_timer = new Utility.Timer(0f); R_timer = new Utility.Timer(0f); Passive_timer = new Utility.Timer(0f); death_timer = new Utility.Timer(0f); //not using this for now ai_takeover_timer = new Utility.Timer(GameSceneConsts.ai_takeover_time); status = new List <Status> (); self_col = GetComponent <Collider> (); init_AtkTarget(); init_resources(); //navagent = transform.parent.FindChild("NavUnit").gameObject.GetComponent<NavMeshAgent>(); //navagent.transform.SetParent (null); //navagent.gameObject.AddComponent (Network); //navagent.updateRotation = false; //navagent.updatePosition = false; rotation_override = false; }
public void init(Unit _host, Collider _self, PotentialTarget _tgt = PotentialTarget.ANY, Decision _dec = Decision.IDEL) { ThinkTimer = new Utility.Timer(thinkPeriod); ThinkTimer.start_timer(); self = _self; unit = _host; _host.AI_unit = this; target = _tgt; decision = _dec; vision = GetComponent <CapsuleCollider> (); objWithin_Ally_champ = new List <GameObject>(); objWithin_Ally_minion = new List <GameObject>(); objWithin_Ally_struct = new List <GameObject>(); objWithin_Ally_item = new List <GameObject>(); objWithin_Hostile_champ = new List <GameObject>(); objWithin_Hostile_minion = new List <GameObject>(); objWithin_Hostile_struct = new List <GameObject>(); objWithin_Hostile_item = new List <GameObject>(); objWithin_neturals = new List <GameObject> (); listedby = new List <GameObject> (); temp_untargetable = new List <GameObject> (); init_special(); }
public override void init() { init_pre(); ui = Utility.get_UI(transform.parent.gameObject); ui_champ = Utility.get_UI(transform.parent.gameObject) as UI_Champion; rb = GetComponent <Rigidbody> (); if (!netID.isLocalPlayer && isPlayer) { return; } death_timer = new Utility.Timer(0f); death_timer.change_max_timer(2f); //TODO should not be a fixed value; death_timer.reset_timer(); //if (transform.parent.FindChild ("NavUnit") != null) { // navagent = transform.parent.FindChild ("NavUnit").gameObject.GetComponent<NavMeshAgent> (); // if (navagent != null) // navagent.transform.SetParent (null); //} //navagent.updateRotation = false; //navagent.updatePosition = false; //init stats flags.init(); c_flags.init(); base_u_stats.init(); bonus_u_stats.init(); u_stats_growth.init(); base_c_stats.init(); runtime_c_stats.init(); status = new List <Status> (); load_garen_base_stats(); init_garen_skills(); init_post(); /* * //init runtime stats * runtime_u_stats = base_u_stats; * update_attack_speed (); * update_movement_speed (); * * //set suto attack timers * autoAtkTimer = new Utility.Timer(runtime_u_stats.attack_speed); * autoAtkTimer.start_timer (); * //rb.detectCollisions = true; * //init appearances * //load special FX * * //Unity stuff * self_col = GetComponent<Collider> (); * init_AtkTarget (); * * init_resources (); */ //navagent.updatePosition = false; }
public void init_post_tower() { runtime_u_stats = base_u_stats; update_attack_speed(); autoAtkTimer = new Utility.Timer(runtime_u_stats.attack_speed); autoAtkTimer.start_timer(); init_AtkTarget(); init_resources(); }
void init_garen_skills() { Q_skill = new skill(); Q_skill.need_indicate_target = false; W_skill = new skill(); W_skill.need_indicate_target = false; W_skill.cd = 24f; E_skill = new skill(); E_skill.need_indicate_target = false; R_skill = new skill(); R_skill.need_indicate_target = true; Passive_skill = new skill(); Q_timer = new Utility.Timer(Q_cd); Q_timer.finish(); W_timer = new Utility.Timer(W_skill.cd); W_timer.finish(); E_timer = new Utility.Timer(E_cd); E_timer.finish(); R_timer = new Utility.Timer(R_skill.cd); R_timer.finish(); Passive_timer = new Utility.Timer(Passive_skill.cd); Q_flag = false; W_flag = false; E_flag = false; Passive_flag = false; //Q : Decisive Strike Q_skill.cd = 8f; Q_skill.dmg = 30f; Q_skill.ad_ratio = 1.4f; Q_skill.timer.change_max_timer(Q_skill.cd); Q_dur_timer = new Utility.Timer(4.5f); //its fixed Q_move_dur_timer = new Utility.Timer(Q_move_time); Q_silence_time = 1.5f; //TODO test only Q_skill.level = 4; upgrade_skill("Q"); //W : W_dur_timer = new Utility.Timer(W_dur); //E : Judgement E_dur_timer = new Utility.Timer(E_dur); E_aoe_prefab = Resources.Load("Prefabs/Champions/Garen/Garen_E_prefab") as GameObject; E_damage = new Types.damage_combo(); //TODO test only E_skill.level = 0; upgrade_skill("E"); W_skill.level = 0; upgrade_skill("W"); //TODO test only R_skill.level = 2; upgrade_skill("R"); }
public override void init() { init_pre(); ui = Utility.get_UI(transform.parent.gameObject); struct_timer = new Utility.Timer(1f); load_structure_stats(); runtime_u_stats = base_u_stats; init_AtkTarget(); init_resources(); }
public void init(float time) { depend_on_pos = false; isnot_default = true; name = "default status name"; flags = ""; dur = time; timer = new Utility.Timer(dur); timer.start_timer(); }
public void init(Collider slf, float radius, bool continuous, Types.damage_combo dmg, Types.damage_combo start_dmg, Types.damage_combo end_dmg, float dur = 0, int times_of_dmg = 0, //paras for continuous damage bool crit = false, float single_tgt_bonus = 0, //if only one target in there, any additional damage? bool champ = true, bool minion = true, bool neturals = true, Utility.Timer share_dur = null, Utility.Timer share_dmg = null, Status enter_sts = default(Status), Status end_sts = default(Status)) { self = slf; duration = dur; damage = dmg; start_damage = start_dmg; end_damage = end_dmg; max_damage_times = times_of_dmg; done_damage_times = 0; can_crit = crit; single_target_bonus = single_tgt_bonus; enter_status = enter_sts; end_status = end_sts; affect_champions = champ; affect_minions = minion; affect_neturals = neturals; is_continuous = continuous; if (is_continuous) { if (share_dur == null) { sharing_dur = false; dur_timer = new Utility.Timer(dur); dur_timer.start_timer(); } else { sharing_dur = true; dur_timer = share_dur; } if (share_dmg == null) { sharing_dmg = false; dmg_timer = new Utility.Timer((float)(duration / max_damage_times)); dmg_timer.start_timer(); } else { sharing_dmg = true; dmg_timer = share_dmg; } } clder = GetComponent <CapsuleCollider> (); clder.radius = radius * GameSceneConsts.dist_multiplier; }
public bool need_indicate_target; //true for skill shot, targted skills, and targeted aoes public skill() { type = Type.NORMAL; cost = 0; cd = 0; dmg = 0; ad_ratio = 0; ap_ratio = 0; level = 0; timer = new Utility.Timer(0f); need_indicate_target = false; }
public void init_post() { runtime_u_stats = base_u_stats; update_attack_speed(); //update_movement_speed ();//called from outside autoAtkTimer = new Utility.Timer(runtime_u_stats.attack_speed); autoAtkTimer.start_timer(); init_AtkTarget(); init_resources(); //netUnit = transform.parent.GetComponent<NetworkUnit>(); //netUnit.init(runtime_u_stats.max_hp, runtime_u_stats.max_mana); }
// Use this for initialization public void init(Garen _host, Utility.Timer E_timer, int damageTime, Types.damage_combo _dmg) { targets = new List <Unit> (); host = _host; self_col = GetComponent <CapsuleCollider> (); self_col.radius = 325f * GameSceneConsts.dist_multiplier; dur_timer = E_timer; dmg = _dmg; //how many times E deals damage dmgTimeRemaining = damageTime; maxDmgTime = damageTime; //it become damage per time dmg.physical_dmg /= (float)damageTime; timeStep = 3f * 100f / (float)damageTime; }
void init(Types.Lanes _lane = Types.Lanes.OTHER, Types.Faction _fac = Types.Faction.OTHER) { //fac = _fac; //lane = _lane; type = WaveType.NORMAL; wave_active = false; timer_wave = new Utility.Timer(GameSceneConsts.minion_wave_interval); timer_wave.finish(); timer_micro = new Utility.Timer(GameSceneConsts.minion_spawn_interval); timer_wave.start_timer(); timer_micro.start_timer(); //load Resources minion_prefab = Resources.Load("Prefabs/Minions/minion_test") as GameObject; }
/// <summary> /// Run the game and begin the main loop. /// </summary> /// <param name="startScreen">The screen to show on startup.</param> public void Run(string startScreen) { float delta = 0.0f; Startup(); running = true; timer = new FallenGE.Utility.Timer(); if (startScreen != "") { ChangeScreen(startScreen); } while (running == true) { timer.Start(); running = Core.Update(); engine.KeyboardManager.Capture(); engine.GamepadManager.Capture(); Render(); Update(delta); timer.Stop(); delta = timer.Delta; if (pause) { delta = 0; } } if (currentScreen != null) { currentScreen.TransOut(); currentScreen.Unload(); } Shutdown(); }
//call this before actual init(); public void init_pre() { netID = transform.parent.gameObject.GetComponent <NetworkIdentity> (); self_col = GetComponent <Collider> (); cur_target_obj = null; status = new List <Status> (); flags = new unit_flags(); flags.init(); if ((!netID.isLocalPlayer) && (isPlayer)) { return; } //stats base_u_stats = new unit_stats(); base_u_stats.init(); base_u_stats_mult = new unit_stats(); base_u_stats_mult.init_to_1(); u_stats_growth = new unit_stats(); u_stats_growth.init(); bonus_u_stats = new unit_stats(); bonus_u_stats.init(); bonus_u_stats_mult = new unit_stats(); bonus_u_stats_mult.init_to_1(); inCombat_timer = new Utility.Timer(GameSceneConsts.in_combat_time); regen_timer = new Utility.Timer(GameSceneConsts.regen_interval); regen_timer.start_timer(); items = new Item[GameSceneConsts.max_item + GameSceneConsts.max_supp_item]; for (int i = 0; i < items.Length; ++i) { items [i] = null; } Onhit_dmg = new Types.damage_combo(); Onhit_dmg.init(); recent_dmg_receive = new Types.damage_combo(); recent_dmg_receive.init(); }
/// <summary> /// Remove the timer from being ticked by the tree. /// </summary> public void RemoveTimer(Utility.Timer timer) { activeTimers.Remove(timer); }
/// <summary> /// Add the timer so it gets ticked whenever the tree ticks. /// </summary> public void AddTimer(Utility.Timer timer) { activeTimers.Add(timer); }
// Use this for initialization void Start() { spawnTimer = new Utility.Timer(BollOutTime); spawnTimer.OnTimeUpFunc = SpawnBall; spawnTimer.Start(); }