public Dialogue GetDialogue(Ability.Type stage1Ability, bool call) { List <Ability.Type> abilityList = new List <Ability.Type> (); abilityList.Add(stage1Ability); return(GetDialogue(abilityList, call)); }
public GameObject GetPrefabFromAbilityType(Ability.Type type) { switch (type) { case Ability.Type.BasicAttack: return(basicAttack); case Ability.Type.Fireball: return(fireball); case Ability.Type.Lunge: return(lunge); case Ability.Type.Pull: return(pull); case Ability.Type.Shield: return(shield); case Ability.Type.Sing: return(sing); case Ability.Type.Wallop: return(wallop); case Ability.Type.Blink: return(blink); default: return(null); } }
void InitializeUI() { cooldownBarDict = new Dictionary <Ability.Type, GameObject> (); for (int i = 0; i < cooldownUI_P1.Length - 1; i++) { GameObject obj_P1 = cooldownUI_P1[i]; GameObject obj_P2 = cooldownUI_P2[i]; if (i < Services.FightScene.roundNum) { GameObject timer_P1 = obj_P1.transform.GetChild(0).gameObject; GameObject timer_P2 = obj_P2.transform.GetChild(0).gameObject; GameObject icon_P1 = obj_P1.transform.GetChild(1).gameObject; GameObject icon_P2 = obj_P2.transform.GetChild(1).gameObject; Ability.Type ability_P1 = Services.GameInfo.player1Abilities[i]; Ability.Type ability_P2 = Services.GameInfo.player2Abilities[i]; icon_P1.GetComponent <Image>().sprite = spriteDict[ability_P1]; icon_P2.GetComponent <Image>().sprite = spriteDict[ability_P2]; cooldownBarDict.Add(ability_P1, timer_P1); cooldownBarDict.Add(ability_P2, timer_P2); } else { obj_P1.SetActive(false); obj_P2.SetActive(false); } } }
public AbilityCooldownTask(Ability.Type ab, float dur, Player pl) { ability = ab; duration = dur; timeRemaining = dur; player = pl; }
public GameObject CreateAbilitySymbol(Ability.Type ability) { GameObject symbol = Instantiate(Services.PrefabDB.GenericImage, Services.VisualNovelScene.canvas.transform) as GameObject; symbol.GetComponent <Image>().sprite = spriteDict[ability]; symbol.GetComponent <Image>().color = Color.black; return(symbol); }
void PickAbility(DialoguePicked e) { int playerNum = e.pickedByPlayerNum; Ability.Type ability = e.dialogue.abilityGiven; abilityLists[playerNum - 1].Add(ability); abilityPool.Remove(ability); currentRoundAbilityPool.Remove(ability); Services.TransitionUIManager.dialoguesAccumulated[playerNum - 1].Add(e.dialogue); Debug.Log(ability.ToString() + " picked"); }
public Ability GetAbilityOfType(Ability.Type type) { foreach (Ability ability in abilities) { if (ability.type == type) { return(ability); } } throw new System.Exception("Ability not found with type: " + type + " in ship: " + gameObject.name); }
public void ScaleCooldownUI(Ability.Type ability, int playerNum, float scale) { Transform timerTransform = GetTimer(ability, playerNum).transform; timerTransform.localScale = scale * Vector3.one; if (scale == 1) { timerTransform.parent.GetChild(1).GetComponent <Image>().color = Color.black; } else { timerTransform.parent.GetChild(1).GetComponent <Image>().color = Color.white; } }
public void SetPose() { GameObject characterToPose; List <Ability.Type> abilityList = Services.VisualNovelScene.abilityLists[Services.VisualNovelScene.currentTurnPlayerNum - 1]; Ability.Type abilityPicked = abilityList[abilityList.Count - 1]; if (Services.VisualNovelScene.currentTurnPlayerNum == 1) { characterToPose = ponytail; } else { characterToPose = pigtails; } string animTrigger = poseTriggerDict[abilityPicked]; characterToPose.GetComponent <Animator>().SetTrigger(animTrigger); }
public void UpdateCooldownUI(Ability.Type ability, float fractionRemaining, int playerNum) { Image timerImage = GetTimer(ability, playerNum).GetComponent <Image>(); float alpha; Color iconColor; timerImage.fillAmount = 1 - fractionRemaining; if (fractionRemaining > 0) { alpha = 0.5f; iconColor = new Color(0.5f, 0.5f, 0.5f, 0.5f); } else { alpha = 1; iconColor = Color.black; } timerImage.color = new Color(timerImage.color.r, timerImage.color.g, timerImage.color.b, alpha); timerImage.transform.parent.GetChild(1).GetComponent <Image>().color = iconColor; }
GameObject GetTimer(Ability.Type ability, int playerNum) { GameObject timer; if (ability != Ability.Type.BasicAttack) { timer = cooldownBarDict[ability]; } else { if (playerNum == 1) { timer = cooldownUI_P1[3].transform.GetChild(0).gameObject; } else { timer = cooldownUI_P2[3].transform.GetChild(0).gameObject; } } return(timer); }
void DoAbility(Ability.Type type) { if (!abilitiesOnCooldown.Contains(type)) { GameObject abilityObj = Instantiate(Services.PrefabDB.GetPrefabFromAbilityType(type), transform.position, Quaternion.identity) as GameObject; EndAbility(); currentActiveAbility = abilityObj.GetComponent <Ability> (); Debug.Assert(currentActiveAbility != null); currentActiveAbility.Init(this); //CastAbilityTask castTimeLockout = new CastAbilityTask (currentActiveAbility.castDuration, this, currentActiveAbility); AbilityCooldownTask abilityCooldown = new AbilityCooldownTask(type, currentActiveAbility.cooldown, this); HighlightAbilityOffCooldown highlightCooldownEnd = new HighlightAbilityOffCooldown(type, this, Services.FightUIManager.abCDHighlightTime); abilityCooldown.Then(highlightCooldownEnd); StopListeningForInput(); // taskManager.AddTask (castTimeLockout); taskManager.AddTask(abilityCooldown); } }
float DoAbility(Ability.Type ab) { if (ab == Ability.Type.BasicAttack) { return(BasicAttack()); } else if (ab == Ability.Type.Fireball) { return(ThrowFireball()); } else if (ab == Ability.Type.Lunge) { return(Lunge()); } else if (ab == Ability.Type.Sing) { return(Sing()); } else if (ab == Ability.Type.Shield) { return(Shield()); } return(0f); }
public HighlightAbilityOffCooldown(Ability.Type ab, Player pl, float dur) { ability = ab; player = pl; duration = dur; }
public void SetPanel(int winningPlayerNum) { if (switchOnPersonality) { if (winningPlayerNum == 1) { Ability.Type ability = Services.GameInfo.player1Abilities[Services.GameInfo.player1Abilities.Count - 1]; switch (ability) { case Ability.Type.Fireball: image.sprite = ponytailFireballPanel; break; case Ability.Type.Lunge: image.sprite = ponytailLungePanel; break; case Ability.Type.Sing: image.sprite = ponytailSingPanel; break; case Ability.Type.Shield: image.sprite = ponytailShieldPanel; break; case Ability.Type.Wallop: image.sprite = ponytailWallopPanel; break; case Ability.Type.Pull: image.sprite = ponytailPullPanel; break; case Ability.Type.Blink: image.sprite = ponytailBlinkPanel; break; default: break; } } else { Ability.Type ability = Services.GameInfo.player2Abilities[Services.GameInfo.player2Abilities.Count - 1]; switch (ability) { case Ability.Type.Fireball: image.sprite = pigtailsFireballPanel; break; case Ability.Type.Lunge: image.sprite = pigtailsLungePanel; break; case Ability.Type.Sing: image.sprite = pigtailsSingPanel; break; case Ability.Type.Shield: image.sprite = pigtailsShieldPanel; break; case Ability.Type.Wallop: image.sprite = pigtailsWallopPanel; break; case Ability.Type.Pull: image.sprite = pigtailsPullPanel; break; case Ability.Type.Blink: image.sprite = pigtailsBlinkPanel; break; default: break; } } } else { if (winningPlayerNum == 1) { image.sprite = ponytailWinPanel; } else { image.sprite = pigtailsWinPanel; } } }
public Dialogue(string mainTxt, string blurbTxt, Ability.Type ability) { mainText = mainTxt; blurb = blurbTxt; abilityGiven = ability; }