public static void Convert(FighterObject obj) { string objPath = AssetDatabase.GetAssetPath(obj); string directory = Path.GetDirectoryName(objPath); if (!AssetDatabase.IsValidFolder(directory + "/" + obj.name)) { AssetDatabase.CreateFolder(directory, obj.name); } string folderPath = directory + "/" + obj.name + "/"; foreach (Move m in obj.moves) { string name = m.name; LZFighterStateData data = ScriptableObject.CreateInstance <LZFighterStateData>(); AssetDatabase.CreateAsset(data, folderPath + name + ".asset"); data.name = m.name; data.velocity = m.velocity; foreach (FighterState frame in m.frames) { LZFighterFrame f = new LZFighterFrame(); f.frameType = (LZFighterFrame.Type)frame.frameType; f.velocity = frame.velocity; f.sprite = frame.sprite; f.time = frame.time; foreach (HitBox hb in frame.hitboxes) { f.hitboxes.Add(new HitBox(hb)); } data.frames.Add(f); } } }
public void Battle_FighterInstantation() { foreach (BattleEnvironments env in listEnvironments) { FighterObject newFighter = travelSubsystem.GetBattle(env); Assert.IsNotNull(newFighter); } }
public FighterObject GetBattle(BattleEnvironments environment) { if (_environmentLootTable.ContainsKey(environment)) { var battle = _environmentLootTable[environment].PickLootDropItem(); var newFighter = FighterObject.GenerateItem(battle.item); return(newFighter); } return(null); }
public void Battle_FighterDropResource() { foreach (BattleEnvironments env in listEnvironments) { FighterObject newFighter = travelSubsystem.GetBattle(env); //test if the fighter has an resource CraftingDropReturn craftingDropReturn = newFighter.fighterDropTable.GenerateItems(); //Check if a resource has been drop and accept if the enemy didn't drop any resource Assert.True(craftingDropReturn.Resource >= 0 & craftingDropReturn.Count >= 0, "Environment : " + env + " - Resource : " + craftingDropReturn.Resource + " - Count : " + craftingDropReturn.Count); } }
private void SetupNewBattle(AdventurerAgent agent, FighterObject enemyFighter) { if (battleSystems.ContainsKey(agent)) { battleSystems.Remove(agent); } var playerData = agent.GetComponent <AdventurerFighterData>().FighterData; var enemyData = FighterData.Clone(enemyFighter.data); var newSystem = new BattleSubSystem(playerData, enemyData, enemyFighter.fighterDropTable, OnWin); battleSystems.Add(agent, newSystem); SetAdventureState(agent, AdventureStates.InBattle); }
void LoadFighterData(int player) { string fighterName = ""; if (player == 1) { fighterName = MasterController.Controller.UnlockedFighters.Find(x => x == p1); } else if (player == 2) { fighterName = MasterController.Controller.UnlockedFighters.Find(x => x == p2); if (MasterController.Controller.Player2InputMethod == "AI") { isAI = true; } } if (!string.IsNullOrEmpty(fighterName)) { string path = Path.Combine("Fighters", fighterName); var FighterData = Resources.Load <FighterBase>(path); //Create the Fighter GameObject FighterObject; FighterObject = Instantiate(PlayerPrefab); FighterObject.GetComponent <Fighter>().Base = FighterData; FighterObject.GetComponent <Fighter>().PNum = player; FighterObject.GetComponent <Fighter>().isAI = isAI; //Choose spawn location and rotation if (player == 1) { FighterObject.transform.position = Spawn1.transform.position; Fighter1_Transform = FighterObject.transform; } if (player == 2) { FighterObject.transform.position = Spawn2.transform.position; Fighter2_Transform = FighterObject.transform; } } }