//public static UIGlossary.uiFX ReturnSkillUIGlossaryMapping(SkillGen sGen, Glossary glossy){ // switch(sGen){ // case SkillGen.Aoe:return UIGlossary.uiFX.fxAoe; // case SkillGen.Fire:return UIGlossary.uiFX.fxAoe; // case SkillGen.Force:return UIGlossary.uiFX.fxAoe; // case SkillGen.Heal:return UIGlossary.uiFX.fxAoe; // case SkillGen.WispKill:return UIGlossary.uiFX.fxAoe; // case SkillGen.Thorn:return glossy.fxBloodExplosion.GetComponent<Animator>(); // case SkillGen.Void:return glossy.fxLaser.GetComponent<Animator>(); // case SkillGen.Warp:return glossy.fxLaser.GetComponent<Animator>(); // default: return null; // } //} public static Sprite ReturnSkillSprite(SkillGen sGen, Glossary glossy) { switch (sGen) { case SkillGen.Aegis: return(glossy.emoteAegisGained.GetComponent <SpriteRenderer>().sprite); case SkillGen.Bide: return(glossy.emoteBide.GetComponent <SpriteRenderer>().sprite); case SkillGen.Divine: return(glossy.divineTile); case SkillGen.Enfeeble: return(glossy.emoteEnfeeble.GetComponent <SpriteRenderer>().sprite); case SkillGen.Hobble: return(glossy.emoteHobble.GetComponent <SpriteRenderer>().sprite); case SkillGen.Nullify: return(glossy.emoteNullify.GetComponent <SpriteRenderer>().sprite); case SkillGen.Quicken: return(glossy.emoteQuicken.GetComponent <SpriteRenderer>().sprite); case SkillGen.Rage: return(glossy.emoteRage.GetComponent <SpriteRenderer>().sprite); case SkillGen.Root: return(glossy.emoteRooted.GetComponent <SpriteRenderer>().sprite); case SkillGen.Sickly: return(glossy.emoteSickly.GetComponent <SpriteRenderer>().sprite); case SkillGen.Snow: return(glossy.snowTile); case SkillGen.Wall: return(glossy.obstacles[0].transform.GetChild(0).GetComponent <SpriteRenderer>().sprite); default: return(null); } }
public static string ReturnBlurbByString(SkillGen sGen) { switch (sGen) { case SkillGen.Aegis: return("An (aegis) shield blocks a unit's next incoming attack."); case SkillGen.Aoe: return("An (aoe) skill deals extra damage in a range. Other skills still only effect main unit targeted."); case SkillGen.Bide: return("(Bide) raises the max health of effected units."); case SkillGen.Divine: return("A tile with (divine) will heal a unit for +1 at the end of the turn."); case SkillGen.Enfeeble: return("An (enfeebled) unit has 1 less attack on it's next turn."); case SkillGen.Fire: return("A tile on (fire) burns any unit that walks through it for 1 dmg."); case SkillGen.Force: return("An ability with (force) pushes an enemy away from the unit."); case SkillGen.Heal: return("An ability with (heal) restores a unit's lost hit points."); case SkillGen.Hobble: return("(Hobble) lowers the attack of effected units down to 1."); case SkillGen.Nullify: return("(Nullify) prevents a unit's skills from activating for a turn."); case SkillGen.Quicken: return("(Quicken) gives a unit another movement this turn."); case SkillGen.Rage: return("(Rage) raises the attack of effected units."); case SkillGen.Root: return("A (root)ed unit loses 1 turn movement on their next turn."); case SkillGen.Sickly: return("(Sickly) lowers the max hp of effected units down to 1."); case SkillGen.WispKill: return("A (wisp) ability summons a friendly wisp unit when used."); case SkillGen.Snow: return("A tile with (snow) costs 2 movement points to walk through instead of 1."); case SkillGen.Thorn: return("(Thorn) damages enemy units in range by 1 when activated."); case SkillGen.Void: return("An ability with (void) pulls an enemy towards the unit."); case SkillGen.Wait: return("A unit successfully (wait)s when they end the turn with at least one attack and move left."); case SkillGen.Wall: return("A (tile) with wall will spawn an obstacle."); case SkillGen.Warp: return("An ability with (warp) teleports an enemy to a random open space away from the unit."); default: return(""); } }
public static Animator ReturnSkillAnimation(SkillGen sGen, Glossary glossy) { switch (sGen) { case SkillGen.Aoe: return(glossy.fxBarrage.GetComponent <Animator>()); case SkillGen.Fire: return(glossy.fxFirePillar.GetComponent <Animator>()); case SkillGen.Force: return(glossy.fxLaser.GetComponent <Animator>()); case SkillGen.Heal: return(glossy.fxHealSmoke.GetComponent <Animator>()); case SkillGen.WispKill: return(glossy.cthulhuWisp.transform.GetChild(0).GetComponent <Animator>()); case SkillGen.Thorn: return(glossy.fxBloodExplosion.GetComponent <Animator>()); case SkillGen.Void: return(glossy.fxLaser.GetComponent <Animator>()); case SkillGen.Warp: return(glossy.fxLaser.GetComponent <Animator>()); default: return(null); } }