Пример #1
0
 void DeathStatus(BattleBehavior behavior, BattlerType type)
 {
     if (behavior.Name == Character.BattleBehavior.Name)
     {
         statusText.text = "Fainted";
         statusText.color = Color.white * 0.85f;
     }
 }
Пример #2
0
 public ToxicBite(BattleBehavior parent)
 {
     BattleBehavior = parent;
     Name = "Toxic Bite";
     Description = "";
     RequiredSP = 10;
     Power = 1.3f;
     ActionTarget = ActionTarget.LivePartyMember;
 }
Пример #3
0
 public Restore(BattleBehavior parent)
 {
     BattleBehavior = parent;
     Name = "Super Restore";
     Description = "Restores 250 HP to a party member.";
     RequiredSP = 20;
     Power = 0;
     ActionTarget = ActionTarget.LivePartyMember;
 }
Пример #4
0
 public YoureFired(BattleBehavior parent)
 {
     BattleBehavior = parent;
     Name = "You're Fired!";
     Description = "";
     RequiredSP = 12;
     Power = 1.1f;
     ActionTarget = ActionTarget.LivePartyMember;
 }
Пример #5
0
 public CombOver(BattleBehavior parent, GameObject combPrefab)
 {
     cameraPos = Camera.main.transform.position;
     CombPrefab = combPrefab;
     BattleBehavior = parent;
     Name = "Stylish Comb-Over";
     Description = "";
     RequiredSP = 12;
     Power = 1.2f;
     ActionTarget = ActionTarget.Party;
 }
Пример #6
0
 public GreatWallOfMexico(BattleBehavior parent, GameObject wallPrefab)
 {
     cameraPos = Camera.main.transform.position;
     WallPrefab = wallPrefab;
     BattleBehavior = parent;
     Name = "Great Wall of Mexico";
     Description = "";
     RequiredSP = 15;
     Power = 1.6f;
     ActionTarget = ActionTarget.LivePartyMember;
 }
Пример #7
0
 public ShootingStars(BattleBehavior parent)
 {
     BattleBehavior = parent;
     Name = "Shooting Stars";
     Description = "Attack all enemies with a barrage of stars.";
     RequiredSP = 25;
     Power = 2f;
     ActionTarget = ActionTarget.Enemy;  //Change
     light = GameObject.FindGameObjectWithTag("Light").GetComponent<Light>();
     StarPrefab = Resources.Load<GameObject>("Star");
 }
Пример #8
0
 void BattlerDied(BattleBehavior battler, BattlerType type)
 {
     StartCoroutine(DeathRoutine(battler, type));
 }
Пример #9
0
 //For when a character or enemy dies
 IEnumerator DeathRoutine(BattleBehavior battler, BattlerType type)
 {
     wait = true;
     if (type == BattlerType.Character)
     {
         yield return battler.CharacterDie();
     }
     else if (type == BattlerType.Enemy)
     {
         yield return battler.EnemyDie();
     }
     wait = false;
 }