public override string GetActivatedDescription()
 {
     stringBuilder.Clear();
     stringBuilder.Append($"+{additionalStacks} ");
     stringBuilder.Append(StatusEffectManager.GetLocalizedName(lastStatus));
     return(stringBuilder.ToString());
 }
Exemplo n.º 2
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 void Awake()
 {
     statusEffectMan = GameObject.Find("StatusEffectManagerGO").GetComponent <StatusEffectManager>();
     statusEffects   = new List <StatusEffect>();
     hitBox          = this.GetComponent <BoxCollider2D>();
     speedModifier   = 1f;//Always start with default speed
 }
Exemplo n.º 3
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 void Start()
 {
     manager       = GameManager.instance;
     playerManager = PlayerManager.instance;
     inventory     = InventoryHandler.instance;
     effectManager = StatusEffectManager.instance;
 }
 // Use this for initialization
 void Awake()
 {
     hasPierce           = false;
     gameController      = GameObject.Find("GameController").GetComponent <GameController> ();
     statusEffectManager = GetComponent <StatusEffectManager> ();
     addCannon();
 }
Exemplo n.º 5
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 private void Start()
 {
     if (isPlayer)
     {
         m_StatusEffectManager = StatusEffectManager.Instance;
     }
 }
Exemplo n.º 6
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 private void Start()
 {
     playerMng     = PlayerManager.instance;
     effectManager = StatusEffectManager.instance;
     collider      = GetComponent <CircleCollider2D>();
     particles     = GetComponentInChildren <ParticleSystem>();
 }
        public static void Postfix(Character __instance, ref DamageList __result, Weapon _weapon, DamageList _damage, Vector3 _hitDir, Vector3 _hitPoint, float _angle, float _angleDir, Character _dealerChar, float _knockBack, bool _hitInventory)
        {
            bool flag = SkillRequirements.CanEnrageFromDamage(__instance) && __result.TotalDamage > 0f;

            if (flag)
            {
                __instance.StatusEffectMngr.AddStatusEffectBuildUp(ResourcesPrefabManager.Instance.GetStatusEffectPrefab("Rage"), _damage.TotalDamage, __instance);
            }
            bool flag2 = SkillRequirements.CanTerrify((_weapon != null) ? _weapon.OwnerCharacter : null) && __result.TotalDamage > 0f;

            if (flag2)
            {
                List <Character> list = new List <Character>();
                CharacterManager.Instance.FindCharactersInRange(__instance.CenterPosition, 7f, ref list);
                list = (from c in list
                        where c.Faction == __instance.Faction
                        select c).ToList <Character>();
                foreach (Character character in list)
                {
                    StatusEffectManager statusEffectMngr = character.StatusEffectMngr;
                    bool flag3 = statusEffectMngr != null;
                    if (flag3)
                    {
                        bool flag4 = statusEffectMngr.HasStatusEffect("Confusion");
                        statusEffectMngr.AddStatusEffectBuildUp(ResourcesPrefabManager.Instance.GetStatusEffectPrefab("Confusion"), Mathf.Clamp(__result.TotalDamage, 0f, 20f), character);
                        bool flag5 = !flag4 && statusEffectMngr.HasStatusEffect("Confusion");
                        if (flag5)
                        {
                            CasualStagger.Stagger(character);
                        }
                    }
                }
            }
        }
Exemplo n.º 8
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    // Start is called before the first frame update
    void Start()
    {
        originalPos   = transform.localPosition;       //Resets enemy position on respawn
        playerManager = PlayerManager.instance;
        statusEffect  = StatusEffectManager.instance;

        health = maxHealth;
    }
Exemplo n.º 9
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 private void Start()
 {
     _retical       = FindObjectOfType <ReticalBehaviour>();
     _animator      = GetComponent <Animator>();
     _pwmTester     = GetComponent <PlayerWeaponMechanicTester>();
     _movement      = GetComponent <PlayerMovement>();
     _statusManager = FindObjectOfType <StatusEffectManager>();
 }
Exemplo n.º 10
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 private void Start()
 {
     rigid         = GetComponent <Rigidbody2D>();
     anim          = GetComponent <Animator>();
     trail         = GetComponentInChildren <DashTrail>();
     enemyManager  = GetComponent <EnemyManager>();
     effectManager = StatusEffectManager.instance;
 }
Exemplo n.º 11
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    public override void Activate(PowerupUser player)
    {
        AudioSource.PlayClipAtPoint(BoostContSFX, player.transform.position, PlayerPrefs.GetFloat("SFXVolume", 1));
        base.Activate(player);
        PlayerCarController pcc     = player.GetComponent <PlayerCarController>();
        StatusEffectManager manager = player.GetComponent <StatusEffectManager>();

        manager.ApplyEffect(new BoostEffectContinuous(pcc), EffectTime);
    }
        public static void Postfix(StatusEffectManager __instance, StatusEffect _statusEffect, StatusData __state)
        {
            bool flag = ((_statusEffect != null) ? _statusEffect.StatusData : null) != null && __state != null;

            if (flag)
            {
                _statusEffect.StatusData = __state;
            }
        }
Exemplo n.º 13
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    private void OnTriggerEnter(Collider other)
    {
        PlayerCarController player  = other.GetComponent <PlayerCarController>();
        StatusEffectManager manager = other.GetComponent <StatusEffectManager>();

        if (player != null)
        {
            manager.ApplyEffect(new SpikeTrapEffect(player), EffectTime);
        }
    }
 private void Awake()
 {
     gameManager = GameObject.FindGameObjectWithTag("GameManager");
     turnManager = gameManager.GetComponent<TurnManager>();
     statusEffectManager = GetComponent<StatusEffectManager>();
     gameInfo = gameManager.GetComponent<GameInfo>();
     attackShakeTimer = gameObject.AddComponent<Timer>();
     attackShakeTimer.Trigger += ShakeMe;
     originalPosition = transform.position;
 }
    // Init Function for general components
    protected void Init()
    {
        originalHp = hp;

        myRb2D     = GetComponent <Rigidbody2D>();
        myAnimator = GetComponent <Animator>();

        seManager    = new StatusEffectManager(this.gameObject);
        defaultColor = GetComponent <SpriteRenderer>().color;
    }
 private void Awake()
 {
     gameManager               = GameObject.FindGameObjectWithTag("GameManager");
     turnManager               = gameManager.GetComponent <TurnManager>();
     statusEffectManager       = GetComponent <StatusEffectManager>();
     gameInfo                  = gameManager.GetComponent <GameInfo>();
     attackShakeTimer          = gameObject.AddComponent <Timer>();
     attackShakeTimer.Trigger += ShakeMe;
     originalPosition          = transform.position;
 }
Exemplo n.º 17
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 private void Awake()
 {
     if (m_statusEffectManager == null)
     {
         m_statusEffectManager = this;
     }
     else if (m_statusEffectManager != this)
     {
         Destroy(gameObject);
     }
 }
Exemplo n.º 18
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            protected override void OnCreate()
            {
                base.OnCreate();

                statusEffectManager = World.GetExistingSystem <StatusEffectManager>();
                localizationSystem  = World.GetExistingSystem <LocalizationSystem>();

                statusEffectsLocal = localizationSystem.LoadLocal("status_effects");

                unitStatusEffectList = new List <UnitReadStatusEffectSettings>();
            }
Exemplo n.º 19
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 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
 }
Exemplo n.º 20
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        public override string GetCardText(CardEffectState cardEffectState, RelicManager relicManager = null)
        {
            LocalizationUtil.GeneratedTextDisplay = LocalizationUtil.GeneratedTextDisplayType.Show;
            var status = GetStatusEffectStack(cardEffectState);

            if (status == null)
            {
                return("Apply a status dependent on your paired clan.<br><i>(See tooltips)</i>");
            }
            return("Apply " + StatusEffectManager.GetLocalizedName(status.statusId, status.count, true));
        }
Exemplo n.º 21
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 //Deal damage to the enemy if it is the target, then raise the stun flag.
 public void OnHit(BaseEnemy enemyHit)
 {
     if (enemyHit == target)
     {
         if (this != null)
         {
             StatusEffectManager.OnStun(STUN_TIME, enemyHit.GetInstanceID());
             enemyHit.health -= damage;
             pool.Return(gameObject);
         }
     }
 }
Exemplo n.º 22
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    public void InitializeStatusEffects(List <int> savedStatusEffects)
    {
        StatusEffectManager effectManager = FindObjectOfType <StatusEffectManager>();

        if (savedStatusEffects.Count > 0)
        {
            for (int i = 0; i < statusEffects.Count; i++)
            {
                effectManager.AddStatusEffect(this, statusEffects[i]);
            }
        }
    }
Exemplo n.º 23
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    void Start()
    {
        ui = UIManager.instance;

        ui.SetMaxHealth(maxHealth);

        ui.SetMaxMana(maxMana);

        manager             = GameManager.instance;
        characterController = CharacterController.instance;
        spriteRenderer      = GetComponent <SpriteRenderer>();
        effectManager       = StatusEffectManager.instance;
    }
Exemplo n.º 24
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        public static bool Prefix(Skill __instance, ref bool _tryingToActivate, ref bool __result)
        {
            Character ownerCharacter = __instance.OwnerCharacter;
            float?    num;

            if (ownerCharacter == null)
            {
                num = null;
            }
            else
            {
                CharacterStats stats = ownerCharacter.Stats;
                num = ((stats != null) ? new float?(stats.GetFinalManaConsumption(null, __instance.ManaCost)) : null);
            }
            float     num2            = num ?? __instance.ManaCost;
            Character ownerCharacter2 = __instance.OwnerCharacter;
            int?      num3;

            if (ownerCharacter2 == null)
            {
                num3 = null;
            }
            else
            {
                StatusEffectManager statusEffectMngr = ownerCharacter2.StatusEffectMngr;
                if (statusEffectMngr == null)
                {
                    num3 = null;
                }
                else
                {
                    StatusEffect statusEffectOfName = statusEffectMngr.GetStatusEffectOfName(Templar.Instance.burstOfDivinityInstance.IdentifierName);
                    num3 = ((statusEffectOfName != null) ? new int?(statusEffectOfName.StackCount) : null);
                }
            }
            int? num4           = num3;
            int  valueOrDefault = num4.GetValueOrDefault();
            bool flag           = __instance.OwnerCharacter.Mana + (float)valueOrDefault * 7f >= num2;
            bool result;

            if (flag)
            {
                __result = true;
                result   = false;
            }
            else
            {
                result = true;
            }
            return(result);
        }
 private void Awake()
 {
     myInfo = GetComponent<CharacterInfo>();
     gameManager = GameObject.FindGameObjectWithTag("GameManager");
     turnManager = gameManager.GetComponent<TurnManager>();
     statusEffectManager = GetComponent<StatusEffectManager>();
     gameInfo = gameManager.GetComponent<GameInfo>();
     myAI = GetComponent<HeroAI>();
     attackDelayTimer = gameObject.AddComponent<Timer>();
     attackDelayTimer.Trigger += ExecuteHeroAction;
     attackShakeTimer = gameObject.AddComponent<Timer>();
     attackShakeTimer.Trigger += ShakeMe;
     originalPosition = transform.position;
 }
Exemplo n.º 26
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 private void Awake()
 {
     myInfo              = GetComponent <CharacterInfo>();
     gameManager         = GameObject.FindGameObjectWithTag("GameManager");
     turnManager         = gameManager.GetComponent <TurnManager>();
     statusEffectManager = GetComponent <StatusEffectManager>();
     gameInfo            = gameManager.GetComponent <GameInfo>();
     myAI                      = GetComponent <HeroAI>();
     attackDelayTimer          = gameObject.AddComponent <Timer>();
     attackDelayTimer.Trigger += ExecuteHeroAction;
     attackShakeTimer          = gameObject.AddComponent <Timer>();
     attackShakeTimer.Trigger += ShakeMe;
     originalPosition          = transform.position;
 }
 // Start is called before the first frame update
 void Start()
 {
     lastActiveEffects = new Dictionary <string, ElementalDamageEffect>();
     stringToEffect    = new Dictionary <string, ActiveEffect>();
     collidedObjects   = new Dictionary <GameObject, Health>();
     myHealth          = GetComponent <Health>();
     //playerMove = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerTopDown>();
     graphics     = StatusEffectManager.instance;
     collidedWith = new List <ApplyEffectsTo>();
     //originalSpeed = playerMove.speed;
     fireAcidSpreadTickRate  = Health.tickRate;
     shockSlowDuration       = .1f;
     frozenSolid             = false;
     progressTillFrozenSolid = 0;
 }
Exemplo n.º 28
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        // Token: 0x0600004A RID: 74 RVA: 0x00004D40 File Offset: 0x00002F40
        public static float GetFreeCastBuildup(Character character)
        {
            bool?flag;

            if (character == null)
            {
                flag = null;
            }
            else
            {
                StatusEffectManager statusEffectMngr = character.StatusEffectMngr;
                flag = ((statusEffectMngr != null) ? new bool?(statusEffectMngr.HasStatusEffect(Templar.Instance.surgeOfDivinityInstance.IdentifierName)) : null);
            }
            bool?flag2 = flag;

            return((float)((flag2.GetValueOrDefault() ? 2 : 1) * 100) * 0.3f / 7f);
        }
Exemplo n.º 29
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    // Use this for initialization
    protected void Start()
    {
        m_agent = this.GetComponent <NavMeshAgent>();

        if (m_agent != null)
        {
            m_originalMoveSpeed = m_agent.speed;
        }

        m_statusEffectManager = GameObject.FindObjectOfType <StatusEffectManager>();
        m_explosionManager    = GameObject.FindObjectOfType <ExplosionManager>();
        m_killStreakManager   = GameObject.FindObjectOfType <KillStreakManager>();

        LevelUpdate();

        m_oldHealth = m_currHealth;
    }
        public static void Prefix(StatusEffectManager __instance, StatusEffect _statusEffect, out StatusData __state)
        {
            __state = null;
            bool flag = _statusEffect.IdentifierName == Templar.Instance.radiatingInstance.IdentifierName && __instance.HasStatusEffect(_statusEffect.IdentifierName);

            if (flag)
            {
                __state = _statusEffect.StatusData;
                _statusEffect.StatusData = new StatusData(__state);
                float remainingLifespan = __instance.GetStatusEffectOfName(_statusEffect.IdentifierName).RemainingLifespan;
                float num  = (_statusEffect.RemainingLifespan != 0f) ? _statusEffect.RemainingLifespan : _statusEffect.StartLifespan;
                float num2 = Radiating.sumTicks(remainingLifespan);
                float num3 = Radiating.sumTicks(num);
                num = Radiating.sumToRemain(num2 + num3);
                _statusEffect.StatusData.LifeSpan = num;
            }
        }
Exemplo n.º 31
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    void Start()
    {
        rb2d         = GetComponent <Rigidbody2D>();
        BossAnimator = GetComponent <Animator>();
        bossSprite   = GetComponent <SpriteRenderer>();

        IsChargeing = false;
        facingRigth = true;

        statusEffectManager = target.GetComponent <StatusEffectManager>();

        /*slowStatusEffect = new SlowStatusEffect(); // This is intresting, making a instance in the script no need to add as a componant
         * slowStatusEffect.Power = 50;
         */

        // shieldSlowStatusEffect.Target = target.gameObject;
    }
Exemplo n.º 32
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 public Stats(Character c, Unit u, StatusEffectManager manager)
 {
     character = c;
     unit      = u;
     modifiers = manager;
     health    = new Vector2Int(c.health, c.health);
     defense   = new Vector2Int(c.defense, c.defense);
     will      = new Vector2Int(0, c.will);
     if (c.currentWeapon == null)
     {
         damage = new Vector2Int(c.dmg, c.dmg); //TODO placeholder
     }
     else
     {
         damage = new Vector2Int(c.dmg + c.currentWeapon.damage.x, c.dmg + c.currentWeapon.damage.y);
     }
 }
Exemplo n.º 33
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	//handle progression of entity, attributes, and resources
    public void Awake() {
        attr = new FloatRange(0);
        attr.SetModifier("Mod1", FloatModifier.Value(1));
        attr.SetModifier("Mod2", FloatModifier.Value(3));
        attr.SetModifier("Mod3", FloatModifier.Value(6));
        attr2 = new FloatRange(0);
        attr2.SetModifier("Mod1", FloatModifier.Value(5));
        attr2.SetModifier("Mod2", FloatModifier.Percent(0.2f));
        attr2.SetModifier("Mod3", FloatModifier.Value(5));

        resourceManager = new ResourceManager(this);
        statusManager = new StatusEffectManager(this);
        abilityManager = new AbilityManager(this);
		emitter = new EventEmitter();
        EntityManager.Instance.Register(this);
        //gameObject.layer = LayerMask.NameToLayer("Entity");
    }