public void Summon() { for (int i = 0; i < numberToSummon; i++) { // get a reference to this objects creation references CreationReferences myReferences = GetComponent <CreationReferences>(); // remove previous summons if necessary if (limitNumber && myReferences && attachCreationReferences && entity.GetComponent <Prefabs>()) { abilitiesThatCountForLimit.Add(myReferences.thisAbility); List <GameObject> existingSummons = new List <GameObject>(); foreach (Summoned summoned in Summoned.all) { if (abilitiesThatCountForLimit.Contains(summoned.references.thisAbility)) { if (summoned.references.creator = myReferences.creator) { existingSummons.Add(summoned.gameObject); } } } // components for removing summons SelfDestroyer selfDestroyer = null; Dying dying = null; while (existingSummons.Count >= limit) { GameObject SummonToKill = getLowestPriority(existingSummons); existingSummons.Remove(SummonToKill); selfDestroyer = SummonToKill.GetComponent <SelfDestroyer>(); dying = SummonToKill.GetComponent <Dying>(); // death events if (dying && dying.getController()) { dying.unsummoned = true; dying.die(); } // self destroyer events if (selfDestroyer) { selfDestroyer.die(); } // if neither exist, resort to destroying the game object if (!dying && !selfDestroyer) { Destroy(SummonToKill); } } } // decide the position Vector3 pos = displacement; if (distance > 0) { float angle = Random.Range(0, Mathf.PI * 2); pos = new Vector3(distance * Mathf.Cos(angle), displacement.y, distance * Mathf.Sin(angle)); } pos = transform.position + pos; pos = new Vector3(pos.x, getY(pos), pos.z); // create the entity GameObject summon = Instantiate(entity, pos, Quaternion.Euler(0, 0, 0)); // adapt the entity foreach (EntityAdapter adapter in GetComponents <EntityAdapter>()) { summon = adapter.adapt(summon); } // attach creation references if necessary, if not then update them CreationReferences references = null; if (attachCreationReferences && myReferences != null) { if (!summon.GetComponent <CreationReferences>()) { references = summon.AddComponent <CreationReferences>(); } else { references = summon.GetComponent <CreationReferences>(); } references.creator = myReferences.creator; references.thisAbility = myReferences.thisAbility; } // add a summoned component Summoned summonedComponent = summon.AddComponent <Summoned>(); summonedComponent.singeCardForAllMinions = singeCardForAllMinions; // initialise the summoned component summonedComponent.references = references; summonedComponent.initialise(); //adds recent events tracker summon.AddComponent <CharacterStatusTracker>(); // get a reference to the minion's stats BaseStats stats = summon.GetComponent <BaseStats>(); // give it damage bonuses based on a tagged stats holder if (GetComponent <TaggedStatsHolder>() && stats) { TaggedStatsHolder holder = GetComponent <TaggedStatsHolder>(); foreach (TaggedStatsHolder.TaggableStat ts in holder.taggedStats) { List <Tags.AbilityTags> newTagList = new List <Tags.AbilityTags>(); newTagList.AddRange(ts.tagList); if (newTagList.Contains(Tags.AbilityTags.Minion)) { newTagList.Remove(Tags.AbilityTags.Minion); stats.ChangeStatModifier(ts.property, ts.addedValue, BaseStats.ModType.ADDED, newTagList); stats.ChangeStatModifier(ts.property, ts.increasedValue, BaseStats.ModType.INCREASED, newTagList); foreach (float value in ts.moreValues) { stats.ChangeStatModifier(ts.property, value, BaseStats.ModType.MORE, newTagList); } foreach (float value in ts.quotientValues) { stats.ChangeStatModifier(ts.property, value, BaseStats.ModType.QUOTIENT, newTagList); } } } } // make it follow the creator if necessary if (followsCreator) { if (GetComponent <CreationReferences>()) { // if no follow ranges have been defined then use the defaults if (followRangesAndPriorities.Count <= 0) { summon.AddComponent <Following>().leader = myReferences.creator; } // otherwise create follow states for each entry in the list Following following; foreach (FollowRangeAndPriority frar in followRangesAndPriorities) { following = summon.AddComponent <Following>(); following.leader = myReferences.creator; following.startFollowingRange = frar.range; following.priority = frar.priority; } } } // make it move away from the creator when close if necessary if (movesAwayFromSummonerWhenClose) { if (myReferences) { summon.AddComponent <MovingAwayFromSummoner>().summoner = myReferences.creator; } } // if necessary limit the duration by adding a destroy after duration component if (limitDuration) { // use a self destroyer if it has ones, otherwise use the dying state if (summon.GetComponent <SelfDestroyer>()) { DestroyAfterDuration destroyer = summon.AddComponent <DestroyAfterDuration>(); destroyer.duration = duration; } else { DieAfterDelay destroyer = null; if (!summon.GetComponent <DieAfterDelay>()) { destroyer = summon.AddComponent <DieAfterDelay>(); destroyer.timeUntilDeath = duration; } // if there is already a destroy after duration component, lower the duration if this component's duration is lower than the one already there else { destroyer = summon.GetComponent <DieAfterDelay>(); destroyer.timeUntilDeath = Mathf.Min(destroyer.timeUntilDeath, duration); } // make the destroyer unsummon rather than kill if (destroyer) { destroyer.countsAsUnsummoned = true; } } } // pass on alignment if necessary, may require an alignment manager to be added to the entity if (passOnAlignment && GetComponent <AlignmentManager>()) { AlignmentManager alignmentManager = null; if (!summon.GetComponent <AlignmentManager>()) { alignmentManager = summon.AddComponent <AlignmentManager>(); } else { alignmentManager = summon.GetComponent <AlignmentManager>(); } alignmentManager.alignment = GetComponent <AlignmentManager>().alignment; } // give the entity a custom name if necessary, may require a display information component to be added to the entity if (giveCustomName && customNames.Count > 0) { DisplayInformation displayInformation = null; if (!summon.GetComponent <DisplayInformation>()) { displayInformation = summon.AddComponent <DisplayInformation>(); } else { displayInformation = summon.GetComponent <DisplayInformation>(); } int nameIndex = Random.Range(0, customNames.Count); displayInformation.displayName = customNames[nameIndex]; } // add stats if (statList != null && statList.Count > 0) { if (stats) { foreach (TaggedStatsHolder.TaggableStat stat in statList) { stats.addStat(stat); } stats.UpdateStats(); stats.myHealth.currentHealth = stats.myHealth.maxHealth; } } // give the entity a custom tag if necessary if (giveCustomTag) { summon.tag = customTag; } if (stats) { stats.UpdateStats(); if (stats.myHealth) { stats.myHealth.currentHealth = stats.myHealth.maxHealth; } } // pass on this summon information to a summonChangeTracker SummonChangeTracker sct = summon.AddComponent <SummonChangeTracker>(); sct.statList.AddRange(statList); sct.limitDuration = limitDuration; sct.followsCreator = followsCreator; sct.followRangesAndPriorities = new List <FollowRangeAndPriority>(); sct.followRangesAndPriorities.AddRange(followRangesAndPriorities); sct.limitDuration = limitDuration; sct.duration = duration; } }