Exemplo n.º 1
0
 void Start()
 {
     rigidBody        = GetComponent <Rigidbody2D>();
     animator         = GetComponent <Animator>();
     shooter          = GetComponent <Shooter>();
     mainCollider     = GetComponent <Collider2D>();
     treeTrigger      = GetComponentInChildren <TreeTrigger>();
     characterTrigger = GetComponentInChildren <CharacterTrigger>();
     IgnoreTree();
 }
 // Token: 0x06000463 RID: 1123 RVA: 0x0002DDD0 File Offset: 0x0002BFD0
 private void OnTriggerStay(Collider other)
 {
     if (other.tag == "Avatar")
     {
         CharacterTrigger component = other.GetComponent <CharacterTrigger>();
         if (component && component.Character.IsLocal)
         {
             this.source.position = GameState.Current.PlayerData.Position + Vector3.down;
         }
     }
 }
Exemplo n.º 3
0
 // Token: 0x06000461 RID: 1121 RVA: 0x0002DD54 File Offset: 0x0002BF54
 private void SetFootStep(Collider other)
 {
     if (other.tag == "Avatar")
     {
         CharacterTrigger component = other.GetComponent <CharacterTrigger>();
         if (component && component.Character.Avatar != null && component.Character.Avatar.Decorator)
         {
             component.Character.Avatar.Decorator.CurrentFootStep = this._footStep;
         }
     }
 }
Exemplo n.º 4
0
 // Token: 0x06000460 RID: 1120 RVA: 0x0002DCBC File Offset: 0x0002BEBC
 private void OnTriggerExit(Collider other)
 {
     if (other.tag == "Avatar")
     {
         CharacterTrigger component = other.GetComponent <CharacterTrigger>();
         if (component && component.Character.Avatar != null && component.Character.Avatar.Decorator && GameState.Current.Map != null)
         {
             component.Character.Avatar.Decorator.CurrentFootStep = GameState.Current.Map.DefaultFootStep;
         }
     }
 }
Exemplo n.º 5
0
 static void Postfix(ref bool __state, ref Dictionary <Team.Type, Dictionary <CharacterTriggerData.Trigger, List <CardEffectState> > > useBattleTriggeredEvents)
 {
     if (__state)
     {
         var register = CharacterTrigger.GetAllExtendedEnums();
         foreach (var team in useBattleTriggeredEvents.Values)
         {
             foreach (var registeredEnum in register)
             {
                 team.Add(registeredEnum, new List <CardEffectState>());
             }
         }
     }
 }
 /// <summary>
 /// Used to queue a Character Trigger to be automatically executed during key phases of combat. If you need to ensure that your trigger is executed at other times, please use QueueAndRunTrigger with a coroutine.
 /// </summary>
 /// <param name="charTrigger">CharacterTrigger to be queued</param>
 /// <param name="character">Character to Queue the Trigger On</param>
 /// <param name="canAttackOrHeal">Whether the Character being triggered can Attack or be Healed</param>
 /// <param name="canFireTriggers">Whether the trigger can currently be fired</param>
 /// <param name="fireTriggersData">Additional Parameters for controlling how the trigger is fired</param>
 /// <param name="triggerCount">Number of Times to Trigger</param>
 /// <returns>Returns Whether it succeeded at Queuing a trigger internally</returns>
 public static void QueueTrigger(CharacterTrigger charTrigger, CharacterState character, bool canAttackOrHeal = true, bool canFireTriggers = true, CharacterState.FireTriggersData fireTriggersData = null, int triggerCount = 1)
 {
     if (ProviderManager.TryGetProvider <CombatManager>(out CombatManager combatManager))
     {
         combatManager.QueueTrigger(
             character,
             charTrigger.GetEnum(),
             canAttackOrHeal,
             canFireTriggers,
             fireTriggersData,
             triggerCount
             );
     }
 }
 /// <summary>
 /// Used to queue a Character Trigger to be automatically executed during key phases of combat. If you need to ensure that your trigger is executed at other times, please use QueueAndRunTrigger with a coroutine.
 /// </summary>
 /// <typeparam name="Manager">Type of Manager to Queue and Run Triggers to</typeparam>
 /// <param name="charTrigger">CharacterTrigger to be queued</param>
 /// <param name="canAttackOrHeal">Whether the Character being triggered can Attack or be Healed</param>
 /// <param name="canFireTriggers">Whether the trigger can currently be fired</param>
 /// <param name="fireTriggersData">Additional Parameters for controlling how the trigger is fired</param>
 /// <param name="triggerCount">Number of Times to Trigger</param>
 /// <returns></returns>
 public static void QueueTrigger <Manager>(CharacterTrigger charTrigger, bool canAttackOrHeal = true, bool canFireTriggers = true, CharacterState.FireTriggersData fireTriggersData = null, int triggerCount = 1) where Manager : ICharacterManager, IProvider
 {
     if (ProviderManager.TryGetProvider <CombatManager>(out CombatManager combatManager) && ProviderManager.TryGetProvider <Manager>(out Manager characterManager))
     {
         for (int i = 0; i < characterManager.GetNumCharacters(); i++)
         {
             combatManager.QueueTrigger(
                 characterManager.GetCharacter(i),
                 charTrigger.GetEnum(),
                 canAttackOrHeal,
                 canFireTriggers,
                 fireTriggersData,
                 triggerCount
                 );
         }
     }
 }
 /// <summary>
 /// Associates two triggers with eachother allowing MT to cast from one trigger to another
 /// </summary>
 /// <param name="cardTrigger">CardTrigger to be Associated</param>
 /// <param name="characterTrigger">CharacterTrigger to be Associated</param>
 public static void AssociateTriggers(CardTrigger cardTrigger, CharacterTrigger characterTrigger)
 {
     CharToCardTriggerDict[characterTrigger.GetEnum()] = cardTrigger.GetEnum();
     CardToCharTriggerDict[cardTrigger.GetEnum()]      = characterTrigger.GetEnum();
 }
 public static void QueueAndRunTrigger <Manager>(CharacterTrigger charTrigger, bool canAttackOrHeal = true, bool canFireTriggers = true, CharacterState.FireTriggersData fireTriggersData = null, int triggerCount = 1) where Manager : IProvider, ICharacterManager
 {
     QueueTrigger <Manager>(charTrigger, canAttackOrHeal, canFireTriggers, fireTriggersData, triggerCount);
     RunTriggerQueueRemote();
 }
 public static void QueueAndRunTrigger(CharacterTrigger charTrigger, CharacterState[] characters, bool canAttackOrHeal = true, bool canFireTriggers = true, CharacterState.FireTriggersData fireTriggersData = null, int triggerCount = 1)
 {
     QueueTrigger(charTrigger, characters, canAttackOrHeal, canFireTriggers, fireTriggersData, triggerCount);
     RunTriggerQueueRemote();
 }