Exemplo n.º 1
0
    public int CalculateSufferDamageSeperatedly(GetaPieceUnitData _Enemy, int _ActionIndex)
    {
        int ret = 0;

        if (_ActionIndex < m_Action.Length && _ActionIndex < _Enemy.m_Action.Length)
        {
            if (_Enemy.m_Action[_ActionIndex] == ActionKey.Attack)
            {
                if (m_Action[_ActionIndex] == ActionKey.Defend)
                {
                    ret += (_Enemy.m_PowerAttack) ? GetaPieceConst.DAMAGE_POWER_ATTACK_TO_DEFEND : GetaPieceConst.DAMAGE_ATTACK_TO_DEFEND;
                }
                else if (m_Action[_ActionIndex] == ActionKey.Attack)
                {
                    ret += (_Enemy.m_PowerAttack) ? GetaPieceConst.DAMAGE_POWER_ATTACK_TO_ATTACK : GetaPieceConst.DAMAGE_ATTACK_TO_ATTACK;
                }
                else if (m_Action[_ActionIndex] == ActionKey.Concentrate)
                {
                    ret += (_Enemy.m_PowerAttack) ? GetaPieceConst.DAMAGE_POWER_ATTACK_TO_CONCENTRATE : GetaPieceConst.DAMAGE_ATTACK_TO_CONCENTRATE;
                }
            }
        }
        // Debug.Log("ret=" + ret );
        return(ret);
    }
Exemplo n.º 2
0
    public int CalculateSufferDamageAsAWhole(GetaPieceUnitData _Enemy)
    {
        int ret = 0;

        for (int i = 0; i < m_Action.Length && i < _Enemy.m_Action.Length; ++i)
        {
            ret += CalculateSufferDamageSeperatedly(_Enemy, i);
        }
        return(ret);
    }
Exemplo n.º 3
0
    public int CalculateEnergyBuffAsAWhole(GetaPieceUnitData _Enemy)
    {
        int ret = 0;

        for (int i = 0; i < m_Action.Length && i < _Enemy.m_Action.Length; ++i)
        {
            ret += CalculateEnergyBuffSeperately(_Enemy, i);
        }
        return(ret);
    }
    private void CostEnergyForUnit(GetaPieceUnitData _Unit)
    {
        // calculate cost
        int currentEnerty = m_Player.Energy;
        int cost          = m_Player.CalculateCostEnergy();
        int resultEnergy  = currentEnerty - cost;

        m_Player.Energy = resultEnergy;

        m_LastEnergyValue = m_Player.Energy;
    }
Exemplo n.º 5
0
    public int CalculateEnergyBuffSeperately(GetaPieceUnitData _Enemy, int _ActionIndex)
    {
        int ret = 0;

        if (_ActionIndex < m_Action.Length && _ActionIndex < _Enemy.m_Action.Length)
        {
            if (_Enemy.m_Action[_ActionIndex] == ActionKey.Attack &&
                m_Action[_ActionIndex] == ActionKey.Defend)
            {
                ret += GetaPieceConst.BUFF_ENERGY_ATTACK_TO_DEFEND;
            }
        }
        return(ret);
    }
    private void InterfaceInitialize_Data()
    {
        GetaPieceUnitDataComponent unitDataComponent = m_UnitDataGameObject.GetComponent <GetaPieceUnitDataComponent>();

        if (null != unitDataComponent)
        {
            m_Player = unitDataComponent.m_Player;
            m_Player.Reset();
            m_Enemy = unitDataComponent.m_Enemy;
            m_Enemy.Reset();

            m_BattleEvents = unitDataComponent.m_BattleEvent;
        }

        for (int i = 0; i < m_SelectedActions.Length; ++i)
        {
            m_SelectedActions[i] = ActionKey.Concentrate;
        }

        m_LastEnergyValue = m_Player.Energy;
    }
Exemplo n.º 7
0
    private void InterfaceInitialize_Data()
    {
        GetaPieceUnitDataComponent unitDataComponent = m_UnitDataGameObject.GetComponent<GetaPieceUnitDataComponent>() ;
        if( null != unitDataComponent )
        {
            m_Player = unitDataComponent.m_Player ;
            m_Player.Reset() ;
            m_Enemy = unitDataComponent.m_Enemy ;
            m_Enemy.Reset() ;

            m_BattleEvents = unitDataComponent.m_BattleEvent ;
        }

        for( int i = 0 ; i < m_SelectedActions.Length ; ++i )
        {
            m_SelectedActions[ i ] = ActionKey.Concentrate ;
        }

        m_LastEnergyValue = m_Player.Energy ;
    }
Exemplo n.º 8
0
    private void CostEnergyForUnit( GetaPieceUnitData _Unit )
    {
        // calculate cost
        int currentEnerty = m_Player.Energy ;
        int cost = m_Player.CalculateCostEnergy() ;
        int resultEnergy = currentEnerty - cost ;
        m_Player.Energy = resultEnergy ;

        m_LastEnergyValue = m_Player.Energy ;
    }
Exemplo n.º 9
0
 public int CalculateSufferDamageSeperatedly( GetaPieceUnitData _Enemy , int _ActionIndex )
 {
     int ret = 0 ;
     if( _ActionIndex < m_Action.Length && _ActionIndex < _Enemy.m_Action.Length )
     {
         if( _Enemy.m_Action[ _ActionIndex ] == ActionKey.Attack )
         {
             if( m_Action[ _ActionIndex ] == ActionKey.Defend )
             {
                 ret += (_Enemy.m_PowerAttack) ? GetaPieceConst.DAMAGE_POWER_ATTACK_TO_DEFEND : GetaPieceConst.DAMAGE_ATTACK_TO_DEFEND ;
             }
             else if( m_Action[ _ActionIndex ] == ActionKey.Attack )
             {
                 ret += (_Enemy.m_PowerAttack) ? GetaPieceConst.DAMAGE_POWER_ATTACK_TO_ATTACK : GetaPieceConst.DAMAGE_ATTACK_TO_ATTACK ;
             }
             else if( m_Action[ _ActionIndex ] == ActionKey.Concentrate )
             {
                 ret += (_Enemy.m_PowerAttack) ? GetaPieceConst.DAMAGE_POWER_ATTACK_TO_CONCENTRATE : GetaPieceConst.DAMAGE_ATTACK_TO_CONCENTRATE ;
             }
         }
     }
     // Debug.Log("ret=" + ret );
     return ret ;
 }
Exemplo n.º 10
0
 public int CalculateSufferDamageAsAWhole( GetaPieceUnitData _Enemy )
 {
     int ret = 0 ;
     for( int i = 0 ; i < m_Action.Length && i < _Enemy.m_Action.Length ; ++i )
     {
         ret += CalculateSufferDamageSeperatedly( _Enemy , i ) ;
     }
     return ret ;
 }
Exemplo n.º 11
0
 public int CalculateEnergyBuffSeperately( GetaPieceUnitData _Enemy , int _ActionIndex )
 {
     int ret = 0 ;
     if( _ActionIndex < m_Action.Length && _ActionIndex < _Enemy.m_Action.Length  )
     {
         if( _Enemy.m_Action[ _ActionIndex ] == ActionKey.Attack
            && m_Action[ _ActionIndex ] == ActionKey.Defend )
         {
             ret += GetaPieceConst.BUFF_ENERGY_ATTACK_TO_DEFEND ;
         }
     }
     return ret ;
 }
Exemplo n.º 12
0
 public int CalculateEnergyBuffAsAWhole( GetaPieceUnitData _Enemy )
 {
     int ret = 0 ;
     for( int i = 0 ; i < m_Action.Length && i < _Enemy.m_Action.Length ; ++i )
     {
         ret += CalculateEnergyBuffSeperately( _Enemy , i ) ;
     }
     return ret ;
 }