예제 #1
0
        void Awake()
        {
            gameObject.GetComponent <Collider>().isTrigger = true;
            gameObject.layer = TDS.GetLayerCollectible();

            if (type == _CollectType.Self)
            {
                //initiate the weapon list to contain all weapon if the condition is checked
                if (gainWeapon && randomWeapon && enableAllWeapon)
                {
                    weaponList = new List <Weapon>(WeaponDB.Load());
                }

                //make sure none of the element in weaponList is null
                for (int i = 0; i < weaponList.Count; i++)
                {
                    if (weaponList[i] == null)
                    {
                        weaponList.RemoveAt(i); i -= 1;
                    }
                }
            }

            //effect=EffectDB.CloneItem(effectID);
            effectIdx = EffectDB.GetEffectIndex(effectID);

            if (triggerEffectObj != null)
            {
                ObjectPoolManager.New(triggerEffectObj, 1);
            }
        }
예제 #2
0
 public static void Init()
 {
     if (instance != null)
     {
         return;
     }
     instance = LoadDB1();
 }
예제 #3
0
        //for perk that modify the weapon attack effect
        public void ChangeAllWeaponEffect(int effectID)
        {
            int effectIndex = EffectDB.GetEffectIndex(effectID);

            for (int i = 0; i < weaponList.Count; i++)
            {
                weaponList[i].ChangeEffect(effectID, effectIndex);
            }
        }
예제 #4
0
        //for perk that modify the ability attack effect
        public void ChangeAllAbilityEffect(int effectID)
        {
            int            effectIndex = EffectDB.GetEffectIndex(effectID);
            List <Ability> abList      = AbilityManager.GetAbilityList();

            for (int i = 0; i < abList.Count; i++)
            {
                abList[i].ChangeEffect(effectID, effectIndex);
            }
        }
예제 #5
0
 public static void CopyFromOldDB()
 {
     Init();
     if (instance.copiedFromOldDB)
     {
         return;
     }
     instance.copiedFromOldDB = true;
     instance.effectList      = new List <Effect>(EffectDB.LoadClone1());
 }
예제 #6
0
        public void ChangeWeaponEffect(int weaponID, int effectID)
        {
            int effectIndex = EffectDB.GetEffectIndex(effectID);

            for (int i = 0; i < weaponList.Count; i++)
            {
                if (weaponList[i].ID == weaponID)
                {
                    weaponList[i].ChangeEffect(effectID, effectIndex);
                    break;
                }
            }
        }
예제 #7
0
        public static List <Effect> Load()
        {
            GameObject obj = Resources.Load("DB_TDSTK/DB_Effect", typeof(GameObject)) as GameObject;

                        #if UNITY_EDITOR
            if (obj == null)
            {
                obj = CreatePrefab();
            }
                        #endif

            EffectDB instance = obj.GetComponent <EffectDB>();
            return(instance.effectList);
        }
예제 #8
0
        public static List <Effect> LoadClone1()
        {
            EffectDB      instance = LoadDB1();
            List <Effect> newList  = new List <Effect>();

            if (instance != null)
            {
                for (int i = 0; i < instance.effectList.Count; i++)
                {
                    newList.Add(instance.effectList[i].Clone());
                }
            }
            return(newList);
        }
예제 #9
0
        public static List <Effect> LoadClone()
        {
            GameObject obj      = Resources.Load("DB_TDSTK/DB_Effect", typeof(GameObject)) as GameObject;
            EffectDB   instance = obj.GetComponent <EffectDB>();

            List <Effect> newList = new List <Effect>();

            if (instance != null)
            {
                for (int i = 0; i < instance.effectList.Count; i++)
                {
                    newList.Add(instance.effectList[i].Clone());
                }
            }

            return(newList);
        }
예제 #10
0
        public static void LoadEffect()
        {
            effectDB = EffectDB.LoadDB();

            for (int i = 0; i < effectDB.effectList.Count; i++)
            {
                if (effectDB.effectList[i] != null)
                {
                    //effectDB.effectList[i].ID=i;
                    effectIDList.Add(effectDB.effectList[i].ID);
                }
                else
                {
                    effectDB.effectList.RemoveAt(i);
                    i -= 1;
                }
            }

            UpdateLabel_Effect();

            TDSEditorWindow.SetEffectDB(effectDB, effectIDList, effectLabel);
            TDSEditorInspector.SetEffectDB(effectDB, effectIDList, effectLabel);
        }
예제 #11
0
        //apply the effect to player
        void ApplyEffectSelf(UnitPlayer player)
        {
            //gain life
            if (life > 0)
            {
                GameControl.GainLife();
            }

            //gain hit-point
            if (hitPoint > 0)
            {
                float hitPointGained = player.GainHitPoint(hitPoint);

                Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);
                new TextOverlay(transform.position + offsetPos, "+" + hitPointGained.ToString("f0"), new Color(0.3f, 1f, 0.3f, 1));
            }

            //gain energy
            if (energy > 0)
            {
                float energyGained = player.GainEnergy(energy);

                Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);
                new TextOverlay(transform.position + offsetPos, "+" + energyGained.ToString("f0"), new Color(.3f, .3f, 1f, 1));
            }

            //not in used
            if (credit > 0)
            {
                GameControl.GainCredits(credit);

                Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);
                new TextOverlay(transform.position + offsetPos, "+$" + credit.ToString("f0"), new Color(.5f, .75f, 1, 1));
            }

            //gain score
            if (score > 0)
            {
                GameControl.GainScore(score);

                Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);
                new TextOverlay(transform.position + offsetPos, "+" + score.ToString("f0"), new Color(.1f, 1f, 1, 1));
            }

            //gain ammo
            if (ammo != 0)
            {
                player.GainAmmo(ammoID, ammo);

                Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);
                new TextOverlay(transform.position + offsetPos, "+ammo");
            }

            //gain exp
            if (exp != 0)
            {
                player.GainExp(exp);

                Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);
                new TextOverlay(transform.position + offsetPos, "+exp", new Color(1f, 1f, 1, 1));
            }

            //gain perk currency
            if (perkCurrency != 0)
            {
                player.GainPerkCurrency(perkCurrency);

                Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);
                new TextOverlay(transform.position + offsetPos, "+perk points", new Color(1f, 1f, 1, 1));
            }


            //effects
            if (effectIdx >= 0)
            {
                player.ApplyEffect(EffectDB.CloneItem(effectIdx));
            }
            //if(effect!=null && effect.duration>0) player.ApplyEffect(effect);

            //gain weapon
            if (gainWeapon && weaponList.Count > 0)
            {
                int playerWeaponID = player.weaponList[player.weaponID].ID;
                int rand           = randomWeapon ? Random.Range(0, weaponList.Count) : 0;
                if (randomWeapon && weaponList.Count > 1)
                {
                    int count = 0;
                    while (weaponList[rand].ID == playerWeaponID)
                    {
                        rand   = Random.Range(0, weaponList.Count);
                        count += 1;
                        if (count > 50)
                        {
                            break;
                        }
                    }
                }

                bool replaceWeapon   = weaponType == _WeaponType.Replacement;
                bool temporaryWeapon = weaponType == _WeaponType.Temporary;
                player.AddWeapon(weaponList[rand], replaceWeapon, temporaryWeapon, tempWeapDuration);
            }
        }
예제 #12
0
 public static void SetEffectDB(EffectDB db, List <int> IDList, string[] label)
 {
     effectDB     = db;
     effectIDList = IDList;
     effectLabel  = label;
 }
예제 #13
0
        //applies the effect of an attack
        public void ApplyAttack(AttackInstance attInstance)
        {
            //if unit is invincible, do nothing
            if (IsInvincible())
            {
                Debug.Log("Immuned");
                Vector3 osPos = new Vector3(0, Random.value + 0.5f, 0);
                new TextOverlay(thisT.position + osPos, "Immuned");
                return;
            }

            AttackStats aStats = attInstance.aStats;

            //check if the attack is an aoe and modify the damage value is dimishingAOE is enabled
            float damage = Random.Range(aStats.damageMin, aStats.damageMax);

            if (attInstance.isAOE && aStats.diminishingAOE)
            {
                damage *= Mathf.Clamp(1 - attInstance.aoeDistance / aStats.aoeRadius, 0, 1);
            }


            //check for cirtical and modify the damage based on critical multiplier
            bool critical = Random.value < aStats.critChance;

            if (critical)
            {
                damage *= aStats.critMultiplier;
            }

            //modify the damage based on damage and armor type
            damage *= DamageTable.GetModifier(armorType, aStats.damageType);

            //if damage is valid, modify the hit point
            if (damage > 0)
            {
                //show the overlay (for UI)
                Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);
                if (!critical)
                {
                    new TextOverlay(thisT.position + offsetPos, damage.ToString("f0"));
                }
                else
                {
                    new TextOverlay(thisT.position + offsetPos, damage.ToString("f0"), new Color(1f, 0.9f, 0.9f, 1f), 1.5f);
                }

                //if the unit is player, fire event to inform UI
                if (thisObj.layer == TDS.GetLayerPlayer())
                {
                    TDS.PlayerDamaged(damage);
                }

                //register the stagger
                hpRegenStaggerCounter = hpRegenStagger;

                hitPoint -= damage;                     //damage the hitpoint
                if (hitPoint <= 0)
                {
                    Destroyed(attInstance.GetSrcPlayer());
                }

                if (hitPoint > 0 && uAnimation != null)
                {
                    uAnimation.Hit();
                }
            }

            //apply effect if there's any
            //if(aStats.effect!=null) ApplyEffect(aStats.effect);
            if (aStats.effectIdx >= 0)
            {
                ApplyEffect(EffectDB.CloneItem(aStats.effectIdx));
            }
        }
예제 #14
0
        public int effectIdx = -1;              //effect'sindex to effectlist in DB during runtime
        //[HideInInspector] public Effect effect=null;


        public void Init()
        {
            //clone the effect so the original in DB wont get modified
            //effect=EffectDB.CloneItem(effectID);
            effectIdx = EffectDB.GetEffectIndex(effectID);
        }