Exemplo n.º 1
0
    public void ActivateAbility(int A)
    {
        Debug.Log("Activated Ability: " + PlayerAbilities[A].name);
        _Player.GetComponent <Animator>().runtimeAnimatorController = PlayerAbilities[A].Animator;
        _Ability1.SetActive(false);
        _Ability2.SetActive(false);
        _Ability3.SetActive(false);
        _Ability4.SetActive(false);

        _EnemyParent.SendMessage("TakeDamage", PlayerAbilities[A].Damage - StartingEnemy.Defense - EnemyDefendDefense);
        if (PlayerAbilities[A].DebuffMessage != "")
        {
            this.gameObject.SendMessage(PlayerAbilities[A].DebuffMessage, false);
        }

        if (PlayerAbilities[A].IsIsolatedText == false)
        {
            CombatDialogue.GetComponent <TextMeshProUGUI>().text = "Crono " + PlayerAbilities[A].CombatText + " " + StartingEnemy.Name;
        }
        if (PlayerAbilities[A].IsIsolatedText == true)
        {
            CombatDialogue.GetComponent <TextMeshProUGUI>().text = "Crono " + PlayerAbilities[A].CombatText;
        }

        State      = States.Idle;
        PlayerTurn = false;
    }
Exemplo n.º 2
0
    void DecideEnemyAction()
    {
        if (EnemyHealthBar.GetComponent <Image>().fillAmount > .5)
        {
            if (Random.Range(0, 100) > 75)
            {
                EnemyDecidedAttack = 1;
                _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.DefenseAbility.Animator;
                CombatDialogue.GetComponent <TextMeshProUGUI>().text             = StartingEnemy.DefenseAbility.CombatText;
                EnemyDefendDefense = 0.1f;
                if (StartingEnemy.DefenseAbility.Healing > 0)
                {
                    _EnemyParent.SendMessage("Heal", StartingEnemy.DefenseAbility.Healing);
                }
                PlayerTurn = true;
                State      = States.Idle;
                return;
            }
            else
            {
                EnemyDecidedAttack = 0;
                _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.BasicAttack.Animator;
                CombatDialogue.GetComponent <TextMeshProUGUI>().text             = StartingEnemy.BasicAttack.CombatText;
                State      = States.Idle;
                PlayerTurn = true;
                return;
            }
        }

        if (EnemyHealthBar.GetComponent <Image>().fillAmount < .5)
        {
            if (EnemySignatureCharges > 0)
            {
                EnemyDecidedAttack = 3;
                EnemySignatureCharges--;
                _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.SignatureAbility.Animator;
                CombatDialogue.GetComponent <TextMeshProUGUI>().text             = StartingEnemy.SignatureAbility.CombatText;
                if (StartingEnemy.SignatureAbility.Healing > 0)
                {
                    _EnemyParent.SendMessage("Heal", StartingEnemy.SignatureAbility.Healing);
                }
                PlayerTurn = true;
                State      = States.Idle;
                return;
            }
            if (EnemySignatureCharges <= 0)
            {
                if (Random.Range(0, 100) > 70)
                {
                    EnemyDecidedAttack = 2;
                    _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.UtilityAbility.Animator;
                    CombatDialogue.GetComponent <TextMeshProUGUI>().text             = StartingEnemy.UtilityAbility.CombatText;
                    PlayerTurn = true;
                    State      = States.Idle;
                    return;
                }
                else
                {
                    EnemyDecidedAttack = 0;
                    _EnemyParent.GetComponent <Animator>().runtimeAnimatorController = StartingEnemy.BasicAttack.Animator;
                    CombatDialogue.GetComponent <TextMeshProUGUI>().text             = StartingEnemy.BasicAttack.CombatText;
                    State      = States.Idle;
                    PlayerTurn = true;
                    return;
                }
            }
        }
    }
Exemplo n.º 3
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (_Enemy.GetComponent <SpriteRenderer>().sprite == null)
        {
            _Enemy.GetComponent <SpriteRenderer>().sprite = StartingEnemy.DefaultSprite;
        }

        switch (State)
        {
        case States.Idle:
            if (EnemyBarFill.fillAmount <= 0)
            {
                State = States.EndingCombat;
                CombatDialogue.GetComponent <TextMeshProUGUI>().text = "You have Won The Battle!";
                PlayerWin = true;
            }
            if (PlayerBarFill.fillAmount <= 0)
            {
                State = States.EndingCombat;
                CombatDialogue.GetComponent <TextMeshProUGUI>().text = "You have Died!";
                PlayerDefeat = true;
            }


            IdleCount++;
            if (IdleCount > 100)
            {
                if (PlayerTurn)
                {
                    State = States.PlayerTurn;
                    _Ability1.SetActive(true);
                    _Ability2.SetActive(true);
                    _Ability3.SetActive(true);
                    _Ability4.SetActive(true);
                    CombatDialogue.GetComponent <TextMeshProUGUI>().text = " ";
                    IdleCount = 0;
                }
                if (PlayerTurn == false)
                {
                    State     = States.EnemyTurn;
                    IdleCount = 0;
                }
            }

            break;

        case States.PlayerTurn:
            DefendDefense = 0;
            break;

        case States.EnemyTurn:
            EnemyDefendDefense = 0;
            DecideEnemyAction();
            break;

        case States.EndingCombat:
            if (PlayerWin)
            {
                EndingCount++;
                if (EndingCount > 250)
                {
                    GameObject o = GameObject.Find("PersistentManager");
                    float      f = Random.Range(0.2f, 0.3f);
                    o.GetComponent <PersistentManager>().ExpWaiting = f;
                    SceneManager.LoadScene(1);
                }
            }
            break;

        case States.CombatEnd:

            break;

        default:
            break;
        }
    }