Пример #1
0
 public virtual void Atk(BattleMovement hero)
 {
     //Physics.CheckSphere(hero.transform.position + (hero.transform.forward * hero.mag), 1f);
     GameObject bullet = Instantiate(projectile,
                                     hero.transform.position + hero.transform.forward * (hero.mag),
                                     Quaternion.identity
                                     ) as GameObject;
 }
Пример #2
0
 public void SetupDependecies
     (BattleManager battleManager, InputManager inputManager)
 {
     _battleManager   = battleManager;
     _cursor          = _battleManager.Cursor;
     _inputManager    = inputManager;
     _battleMovement  = _battleManager.BattleMovement;
     _overlaysManager = _battleManager.OverlaysManager;
     _cameraMover     = _battleManager.CameraMover;
 }
Пример #3
0
 //call before using this class
 public void SetupDependecies
     (BattleManager battleManager, InputManager inputManager,
     UnitToAttackInput unitToAttackInput)
 {
     _cursor            = battleManager.Cursor;
     _battleManager     = battleManager;
     _inputManager      = inputManager;
     _unitToAttackInput = unitToAttackInput;
     _battleMovement    = _battleManager.BattleMovement;
     _overlaysManager   = _battleManager.OverlaysManager;
 }
Пример #4
0
 public void SetupDependecies(BattleManager battleManager,
                              InputManager inputManager,
                              CombatManager combatManager)
 {
     _cursor          = battleManager.Cursor;
     _battleManager   = battleManager;
     _inputManager    = inputManager;
     _combatManger    = combatManager;
     _overlaysManager = battleManager.OverlaysManager;
     _battleMovement  = battleManager.BattleMovement;
 }
Пример #5
0
    private void Awake()
    {
        BattleTurnManager = GetComponent <BattleTurnManager>();
        BattleMovement    = new BattleMovement(OverlaysManager, BattleTurnManager);
        OverlaysManager.SetUp(BattleMovement, this);
        Cursor        = CursorObject.GetComponent <Cursor>();
        CombatManager = GetComponent <CombatManager>();
        GameObject mainCameraGO = GameObject.FindGameObjectWithTag("MainCamera");

        CameraMover    = mainCameraGO.GetComponent <CameraMover>();
        DefaultOverlay = Cursor.Overlay;
    }
Пример #6
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    //loads materials and assigns battleMovement
    public void SetUp(BattleMovement battleMovement, BattleManager battleManager)
    {
        if (!_overlaysSetUp)
        {
            _overlaysSetUp = true;
            _rangeOverlayMaterial
                = Resources.Load("Materials/UnitRangeOverlayMaterial") as Material;
            _enemiesOverlayMaterial
                = Resources.Load("Materials/EnemiesOverlayMaterial") as Material;
            _attackOverlayMaterial
                = Resources.Load("Materials/AttackOverlayMaterial") as Material;
        }

        _battleManager  = battleManager;
        _battleMovement = battleMovement;
    }
Пример #7
0
 public void OnUnitDeath(Unit unit)
 {
     BattleMovement.UntrackEnemyRange(unit);
     BattleMovement.UpdateTrackedTiles();
     OverlaysManager.UpdateTrackedOverlays();
 }
Пример #8
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 // Use this for initialization
 void Start()
 {
     Ship = GameObject.FindGameObjectWithTag("PlayerBattle");
     m_HandlerMovement = Ship.GetComponent<BattleMovement>();
     m_PlayerWeapons = Ship.GetComponent<WeaponController>();
 }
Пример #9
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    void Start()
    {
        m_TargetingComputer = gameObject.GetComponent<TargetingComputer>();
        m_Core = gameObject.GetComponent<ShipCore>();
        m_BattleMovement = gameObject.GetComponent<BattleMovement>();

        m_CoreCollider = gameObject.GetComponentsInChildren<Collider>();
        m_CastOffset = GetLengthOfShip();

        StatRandomiser(MaxVariation, MinVariation);
        m_DangerDistance = m_Core.MaxSpeed * Caution;
    }