public void Apply(GameObject hitObject)
    {
        GameObject        effect              = Instantiate(statusEffect.effectObject, hitObject.transform);
        StatusDamage      statusDamage        = effect.GetComponent <StatusDamage>();
        TaggedStatsHolder myTaggedStatsHolder = GetComponent <TaggedStatsHolder>();
        ProtectionClass   protection          = hitObject.GetComponent <ProtectionClass>();

        if (protection)
        {
            if (statusDamage && myTaggedStatsHolder)
            {
                TaggedStatsHolder taggedStatsHolder = effect.AddComponent <TaggedStatsHolder>();
                taggedStatsHolder.simpleStats.AddRange(myTaggedStatsHolder.simpleStats);
                taggedStatsHolder.taggedStats.AddRange(myTaggedStatsHolder.taggedStats);

                // apply DoT damage
                foreach (TaggedStatsHolder.TaggableStat taggableStat in taggedStatsHolder.taggedStats)
                {
                    if (taggableStat.tagList.Contains(Tags.AbilityTags.DoT))
                    {
                        taggableStat.tagList.Remove(Tags.AbilityTags.DoT);
                    }
                }
                // build damage stats if necessary
                foreach (DamageStatsHolder holder in effect.GetComponents <DamageStatsHolder>())
                {
                    holder.damageStats = DamageStats.buildDamageStats(holder, taggedStatsHolder);
                }
            }
            // add creation reference
            CreationReferences myReferences = GetComponent <CreationReferences>();
            if (myReferences)
            {
                CreationReferences references = effect.AddComponent <CreationReferences>();
                references.creator     = myReferences.creator;
                references.thisAbility = myReferences.thisAbility;
            }
            // add alignment
            AlignmentManager myAlignmentManager = GetComponent <AlignmentManager>();
            if (myAlignmentManager)
            {
                AlignmentManager alignmentManager = effect.AddComponent <AlignmentManager>();
                alignmentManager.alignment = myAlignmentManager.alignment;
            }
            // apply shock effect
            if (statusEffect.effectID == 13)
            {
                TaggedStatsHolder tsh = GetComponent <TaggedStatsHolder>();
                if (tsh)
                {
                    float      shockEffect = tsh.GetStatValue(Tags.Properties.IncreasedShockEffect);
                    BuffParent pb          = effect.GetComponent <BuffParent>();
                    if (shockEffect != 0 && pb)
                    {
                        foreach (TaggedStatsHolder.TaggableStat stat in pb.taggedStats)
                        {
                            stat.addedValue     *= (1 + shockEffect);
                            stat.increasedValue *= (1 + shockEffect);
                        }
                    }
                }
            }
            // apply
            protection.effectControl.AddEffect(effect, effect.GetComponent <StatusEffect>());
        }
    }
Exemplo n.º 2
0
    public GameObject constructAbilityObject(Ability ability, Vector3 location, Vector3 targetLocation, GameObject overridePrefab = null, bool InheritSharedHitDetector = true)
    {
        // create the ability object
        GameObject abilityObject = null;

        if (overridePrefab == null)
        {
            // if there is no override prefab instantiate the ability's ability prefab
            abilityObject = Instantiate(ability.abilityPrefab, location, Quaternion.Euler(targetLocation - location));
        }
        else // othewise instrantiate the override prefab
        {
            abilityObject = Instantiate(overridePrefab, location, Quaternion.Euler(targetLocation - location));
        }

        // apply the relevant mutator if this entity has one
        if (mutatorManager)
        {
            mutators = mutatorManager.getMutators(ability);
            if (mutators != null)
            {
                foreach (AbilityMutator mutator in mutators)
                {
                    abilityObject = mutator.Mutate(abilityObject, location, targetLocation);
                    if (mutator.changeLocation)
                    {
                        targetLocation = mutator.newLocation;
                    }
                    if (mutator.changeTargetLocation)
                    {
                        targetLocation = mutator.newTargetLocation;
                    }
                }
            }
        }

        // move the ability object if necessary
        foreach (DefineStartLocation defineStartLocation in abilityObject.GetComponents <DefineStartLocation>())
        {
            if (defineStartLocation.active)
            {
                defineStartLocation.setLocation(location, targetLocation);
                // the direction from the cast point needs to be maintained
                if (defineStartLocation.maintainDirectionFromCastPoint())
                {
                    targetLocation = abilityObject.transform.position + targetLocation - location;
                }
            }
        }


        // initialise a location detector if necessary
        LocationDetector locationDetector = abilityObject.GetComponent <LocationDetector>();

        if (locationDetector)
        {
            locationDetector.startLocation  = abilityObject.transform.position;
            locationDetector.targetLocation = targetLocation;
        }

        // rotate the ability object
        abilityObject.transform.LookAt(targetLocation);

        // give the ability object its alignment
        AlignmentManager abilityAlignmentManager = abilityObject.GetComponent <AlignmentManager>();

        if (!abilityAlignmentManager)
        {
            abilityAlignmentManager = abilityObject.AddComponent <AlignmentManager>();
        }
        abilityAlignmentManager.alignment = myAlignmentManager.alignment;

        // give the ability object its creation references
        CreationReferences abilityCreationReferences = abilityObject.GetComponent <CreationReferences>();

        if (!abilityCreationReferences)
        {
            abilityCreationReferences = abilityObject.AddComponent <CreationReferences>();
        }
        abilityCreationReferences.thisAbility         = ability;
        abilityCreationReferences.locationCreatedFrom = location;
        // if this an ability object then the creator is this objects creator, otherwise the creator is this object
        if (myCreationReferences && GetComponent <AbilityObjectIndicator>())
        {
            abilityCreationReferences.creator = myCreationReferences.creator;
        }
        else
        {
            abilityCreationReferences.creator = gameObject;
        }

        // check whether there should be a shared hit detector
        HitDetector abilityHitDetector = abilityObject.GetComponent <HitDetector>();

        if (abilityHitDetector)
        {
            SharedHitDetector sharedHitDetector = null;
            if (myHitDetector && myHitDetector.sharedHitDetector && InheritSharedHitDetector)
            {
                sharedHitDetector = myHitDetector.sharedHitDetector;
            }
            // create a shared hit detector
            else if (ability.sharedHitDetector)
            {
                GameObject newGameObject = new GameObject();
                sharedHitDetector = newGameObject.AddComponent <SharedHitDetector>();
                sharedHitDetector.gameObject.AddComponent <SelfDestroyer>();
                sharedHitDetector.name = abilityObject.name + "'s shared hit detector";
            }
            if (sharedHitDetector != null && !abilityHitDetector.cannotHaveSharedhitDetector)
            {
                abilityHitDetector.sharedHitDetector = sharedHitDetector;
            }
        }

        // build the damage stats for each damage stats holder
        foreach (DamageStatsHolder damageStatsHolder in abilityObject.GetComponents <DamageStatsHolder>())
        {
            damageStatsHolder.damageStats = DamageStats.buildDamageStats(damageStatsHolder, GetComponent <TaggedStatsHolder>());
        }

        // attach any on hit status appliers if this ability deals damage on hit
        if (myTaggedStatsHolder && abilityObject.GetComponent <DamageEnemyOnHit>() && !abilityObject.GetComponent <CannotApplyAdditionalStatuses>())
        {
            ChanceToApplyStatusOnEnemyHit applier;
            float poisonChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.PoisonChance, ability.useTags);
            if (poisonChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Poison);
                applier.chance                   = poisonChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float igniteChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.IgniteChance, ability.useTags);
            if (igniteChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Ignite);
                applier.chance                   = igniteChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float chillChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.ChillChance, ability.useTags);
            if (chillChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Chill);
                applier.chance                   = chillChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float slowChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.SlowChance, ability.useTags);
            if (slowChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Slow);
                applier.chance                   = slowChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float blindChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.BlindChance, ability.useTags);
            if (blindChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Blind);
                applier.chance                   = blindChance;
                applier.canApplyToSameEnemyAgain = false;
            }

            float bleedChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.BleedChance, ability.useTags);
            if (bleedChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Bleed);
                applier.chance                   = bleedChance;
                applier.canApplyToSameEnemyAgain = false;
            }
            float shockChance = myTaggedStatsHolder.GetStatValue(Tags.Properties.ShockChance, ability.useTags);
            if (shockChance > 0)
            {
                applier = abilityObject.AddComponent <ChanceToApplyStatusOnEnemyHit>();
                applier.statusEffect             = StatusEffectList.getEffect(StatusEffectID.Shock);
                applier.chance                   = shockChance;
                applier.canApplyToSameEnemyAgain = false;
            }
        }


        // if the ability has an ability object constructor give it a tagged stats holder with your tagged stats
        if (myTaggedStatsHolder && abilityObject.GetComponent <RequiresTaggedStats>())
        {
            TaggedStatsHolder holder = abilityObject.GetComponent <TaggedStatsHolder>();
            if (holder == null)
            {
                holder = abilityObject.AddComponent <TaggedStatsHolder>();
            }
            holder.simpleStats.AddRange(myTaggedStatsHolder.simpleStats);
            holder.taggedStats.AddRange(myTaggedStatsHolder.taggedStats);
        }

        // set the direction if there is an ability mover
        if (abilityObject.GetComponent <AbilityMover>())
        {
            abilityObject.GetComponent <AbilityMover>().positionDelta = Vector3.Normalize(targetLocation - location);
            // if the ability object defines its own start direction then let it
            if (abilityObject.GetComponent <DefineStartDirection>())
            {
                abilityObject.GetComponent <DefineStartDirection>().setDirection();
            }
        }

        // run any on creation methods
        foreach (OnCreation component in abilityObject.GetComponents <OnCreation>())
        {
            if (component.runOnCreation)
            {
                component.onCreation();
            }
        }

        // invoke the event
        if (abilityObjectCreatedEvent != null)
        {
            abilityObjectCreatedEvent.Invoke(ability, abilityObject);
        }

        return(abilityObject);
    }