// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { brain = animator.GetComponent <BrainManager>(); brain.outline.enabled = true; abilityCanvas = brain.manager.hotbar; abilitySelector = abilityCanvas.GetComponent <AbilitySelector>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { brain = animator.GetComponent <BrainManager>(); brain.indicatorRend.enabled = true; creature = animator.GetComponent <UniqueCreature>(); brain.outline.enabled = true; ms = animator.GetComponent <MovementSystem>(); ms.finishedMoving = true; List <Ability> abilityList = brain.GetComponent <UnitAbilitiesContainer>().abilities; abilityCanvas = brain.manager.hotbar; abilitySelector = abilityCanvas.GetComponent <AbilitySelector>(); abilitySelector.abilityList = abilityList; abilitySelector.setAbilityList = true; abilitySelector.SelectedAbilityButton(-1); abilityButtons = abilitySelector.AbilityButtons; for (int i = 0; i < abilityButtons.Length; i++) { if (i < abilityList.Count) { abilityButtons[i].GetComponent <Button>().interactable = true; abilityButtons[i].GetComponent <AbilityButtonHighlight>().isEnabled = true; abilityButtons[i].GetComponent <AbilityButtonHighlight>().ability = abilityList[i]; } else { abilityButtons[i].GetComponent <Button>().interactable = false; abilityButtons[i].GetComponent <AbilityButtonHighlight>().isEnabled = false; } } possible = ms.GetPossible(creature.movementLeft); }
public Rocket(GameObject missileObject, uint nrOfMissiles, float speed, float turningSpeed, float maxDist, Position position, AntiPosition antiPosition, Camera camera, AbilitySelector selector, float timeout, float explosionForce) { // Create containers this.missilePool = new Queue <GameObject>(); this.activePool = new HashSet <GameObject>(); // Internal state this.camera = camera; this.selector = selector; // Fill the item pool for (uint i = 0; i < nrOfMissiles; ++i) { GameObject rocket = Instantiate(missileObject, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity); rocket.SetActive(false); Missile missile = rocket.GetComponent <Missile>(); missile.speed = speed; missile.turningSpeed = turningSpeed; missile.onDestroy = this.Destroy; missile.maxDistance = maxDist; missile.position = position; missile.timeout = timeout; missile.explosionForce = explosionForce; TrailShifter ts = rocket.GetComponentInChildren <TrailShifter>(); ts.SetSimulationSpace(antiPosition); missilePool.Enqueue(rocket); } }
void Awake() { map = GetComponentInParent <TileArrangement> (); chosenTiles = new Stack <TileAttributes> (); possibleMoveHighlighters = new List <GameObject> (); abilitySelectorObject = savedAbilitySelectorObject; abilitySelector = abilitySelectorObject.GetComponent <AbilitySelector> (); }
void ActivateAbility(Side side) { Ability ability = sideAbility[side]; if (ability != null) { ability.Activate(); // UI this.currentSelector = ability.GetSelector(); this.currentSelector.Select(); } this.activeSide = side; }
/* Static Methods */ public static AbilitySelector Create(Transform parent, string abilityName, int abilityIndex, ToggleGroup tg) { GameObject pref = ABU.LoadAsset<GameObject> (PREF_DIR, "AbilityToggle"); GameObject inst = Instantiate<GameObject> (pref, parent, false); AbilitySelector aSel = inst.GetComponent<AbilitySelector> (); aSel.abilityName = abilityName; aSel.abilityIndex = abilityIndex; aSel.SetAbility (); aSel.activeSet = true; Toggle t = inst.GetComponent<Toggle> (); t.group = tg; return aSel; }
public SpaceCamera(Objective objective, AbilitySelector selector, ObjectiveArrow objectiveArrow, Image objectiveCircle, Camera camera, CameraFlash cameraFlash, SceneChanger sceneChanger, Text level) { this.objective = objective; this.selector = selector; this.objectiveArrow = objectiveArrow; this.objectiveCircle = objectiveCircle; this.camera = camera; this.cameraFlash = cameraFlash; this.sceneChanger = sceneChanger; this.level = level; // By default, off this.objectiveCircle.gameObject.SetActive(false); this.objectiveArrow.gameObject.SetActive(false); }
private void SetupWheel(int abilityIndex, Transform layout, string[] abilityList) { ToggleGroup tg = layout.GetComponent <ToggleGroup> (); for (int i = 0; i < abilityList.Length; i++) { if (/*true ||*/ GameManager.instance.isAbilityUnlocked(abilityList [i])) { Ability a = HUDManager.GetInstance().GetSubject().GetAbility(abilityIndex); AbilitySelector aSel = AbilitySelector.Create(layout, abilityList [i], abilityIndex, tg); if (a != null && a.name == abilityList [i]) { aSel.SetActive(false); aSel.SetToggle(true); aSel.SetActive(true); } } } }
void executeSelectionModeActions() { switch (mode) { case SelectionMode.PIECE_TO_USE: //For selecting tiles with charachters on them. if (selectedTile.containedCharacter != null && currentTeam.Contains(selectedTile.containedCharacter)) { //expand over piece. gameObject.transform.localScale = new Vector3(1f, 1f, 1f); //gameObject.transform.localScale = new Vector3 (1.459983f,1.459983f,1f); //Use Enter key to highlight possible moves if ((Input.GetKeyUp(KeyCode.Return) || Input.GetMouseButtonUp(0)) && selectedTile.containedCharacter.usedAbility == false) { chosenCharacter = selectedTile.containedCharacter; abilitySelectorObject = GameObject.Instantiate(savedAbilitySelectorObject, (new Vector3(0f, 0f, 0f)) /*GameObject.Find("Ability Instruction Panel").transform.position*/ /*new Vector3(0,0,0)*/ /*new Vector3(308, 0, -101)*/, new Quaternion(), map.ui.transform); abilitySelector = abilitySelectorObject.GetComponent <AbilitySelector> (); //Instantiate(Resources.Load("Panels/Ability Select Panel")); mode = SelectionMode.HIGHLIGHT_POSSIBLE_MOVES; } } /*else * { * * gameObject.transform.localScale = new Vector3 (1f,1f,1f); * }*/ break; case SelectionMode.HIGHLIGHT_POSSIBLE_MOVES: //an init state for MOVE_TO_TILE foreach (GameObject g in possibleMoveHighlighters) { GameObject.Destroy(g); } chosenCharacter.HighlightMoves(); mode = SelectionMode.MOVE_TO_TILE; break; case SelectionMode.MOVE_TO_TILE: if (Input.GetKeyUp(KeyCode.Return) || Input.GetMouseButtonUp(0)) { if (selectedTile.GetComponentInChildren <RectTransform>() != null) { chosenCharacter.type.movement.Move(selectedTile); } foreach (GameObject g in possibleMoveHighlighters) { GameObject.Destroy(g); } Destroy(abilitySelectorObject); mode = SelectionMode.PIECE_TO_USE; } break; case SelectionMode.USE_ABILITY: abilityInUse.Use(); foreach (GameObject g in possibleMoveHighlighters) { GameObject.Destroy(g); } break; case SelectionMode.SELECT_TARGETS: abilityInUse.Use(); if (Input.GetKeyUp(KeyCode.Return) || Input.GetMouseButtonUp(0)) { ((CharachterTargeter)abilityInUse).targets.Add(selectedTile); } break; case SelectionMode.SELECT_TILES: abilityInUse.Use(); if (Input.GetKeyUp(KeyCode.Return) || Input.GetMouseButtonUp(0)) { ((TileTargeter)abilityInUse).targets.Add(selectedTile); } break; } }
public Shield(GameObject shieldObject, AbilitySelector selector) { this.shield = Instantiate(shieldObject, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity); this.shield.SetActive(false); this.selector = selector; }