void Start()
 {
     currnetState = TurnState.PROCESSING;
     Selector.SetActive(false);
     BSM           = GameObject.Find("BattleManager").GetComponent <BattleStateManager>();
     startposition = transform.position;
 }
    public Queue <CharacterStateControl> GetSortedSpeedCharacerList(CharacterStateControl[] controlers = null)
    {
        BattleStateData          battleStateData = BattleStateManager.current.battleStateData;
        BattleStateManager       current         = BattleStateManager.current;
        BattleStateHierarchyData hierarchyData   = BattleStateManager.current.hierarchyData;

        CharacterStateControl[]       collection = (controlers != null) ? controlers : this.GetTotalCharacters();
        Queue <CharacterStateControl> queue      = new Queue <CharacterStateControl>(collection);

        if (controlers == null)
        {
            foreach (CharacterStateControl characterStateControl in queue)
            {
                characterStateControl.SpeedRandomize(hierarchyData.onEnableRandomValue);
                current.fraudCheck.FraudCheckOverflowMaxSpeed(characterStateControl);
            }
        }
        CharacterStateControl[] collection2 = CharacterStateControlSorter.SortedSpeedEnemyPriority(queue.ToArray());
        queue = new Queue <CharacterStateControl>(collection2);
        battleStateData.currentTurnNumber = 0;
        battleStateData.SetOrderInSortedCharacter(queue, -1);
        if (!current.onEnableTutorial)
        {
            hierarchyData.onEnableRandomValue = true;
        }
        return(queue);
    }
Пример #3
0
    private static bool CheckExecuteWave(GameWebAPI.RespDataMA_WorldDungeonAdventureSceneMaster.WorldDungeonAdventureScene data)
    {
        if (string.IsNullOrEmpty(data.adventureTriggerValue) || data.adventureTriggerValue == "0")
        {
            return(true);
        }
        BattleStateManager current = BattleStateManager.current;

        string[] array = data.adventureTriggerValue.Split(new char[]
        {
            ','
        });
        int num = current.battleStateData.currentWaveNumber + 1;

        if (array.Length == 1)
        {
            int num2 = array[0].ToInt32();
            if (num == num2)
            {
                return(true);
            }
        }
        else
        {
            int num3 = array[0].ToInt32();
            int num4 = array[1].ToInt32();
            if (num == num3 && current.battleStateData.currentRoundNumber == num4)
            {
                return(true);
            }
        }
        return(false);
    }
        public override bool RunScriptCommand()
        {
            BattleStateManager current = BattleStateManager.current;
            bool result;

            if (current != null)
            {
                result = true;
                StageParams stageParams = current.hierarchyData.stageParams;
                ClassSingleton <AdventureSceneData> .Instance.stage = stageParams.gameObject;
                LightColorChanger lightColorChanger = ClassSingleton <AdventureSceneData> .Instance.adventureLight.GetComponent <LightColorChanger>();

                if (lightColorChanger == null)
                {
                    lightColorChanger = ClassSingleton <AdventureSceneData> .Instance.adventureLight.gameObject.AddComponent <LightColorChanger>();
                }
                BattleCameraObject battleCameraObject = stageParams.gameObject.AddComponent <BattleCameraObject>();
                battleCameraObject.sunLight             = ClassSingleton <AdventureSceneData> .Instance.adventureLight;
                battleCameraObject.camera3D             = ClassSingleton <AdventureSceneData> .Instance.adventureCamera.camera3D;
                battleCameraObject.sunLightColorChanger = lightColorChanger;
                stageParams.SetHierarchyEnviroments(battleCameraObject);
                base.ResumeScriptEngine();
            }
            else
            {
                result = false;
            }
            return(result);
        }
    private static bool CheckStageEffectInvalid(CharacterStateControl chipTarget, ExtraEffectStatus extraEffectStatus)
    {
        BattleStateManager current = BattleStateManager.current;

        CharacterStateControl[] totalCharacters = current.battleStateData.GetTotalCharacters();
        foreach (CharacterStateControl characterStateControl in totalCharacters)
        {
            if (!(characterStateControl == null))
            {
                ChipEffectStatus.TargetType targetType = ChipEffectStatus.GetTargetType(characterStateControl, chipTarget);
                foreach (int num in characterStateControl.chipIds)
                {
                    GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] array2 = ChipDataMng.GetChipEffectData(num.ToString());
                    array2 = ChipEffectStatus.GetStageEffectInvalidList(BattleStateManager.current.hierarchyData.areaId, array2, extraEffectStatus).ToArray();
                    if (array2.Length > 0)
                    {
                        List <GameWebAPI.RespDataMA_ChipEffectM.ChipEffect> totalChipEffectStatusList = ChipEffectStatus.GetTotalChipEffectStatusList(array2, chipTarget.isEnemy, chipTarget.characterStatus.monsterIntegrationIds, chipTarget.groupId, chipTarget.tolerance, chipTarget.characterDatas.tribe, chipTarget.characterDatas.growStep, null, null, targetType, EffectStatusBase.ExtraEffectType.StageEffextInvalid);
                        if (totalChipEffectStatusList.Count > 0)
                        {
                            return(true);
                        }
                    }
                }
            }
        }
        return(false);
    }
    public void ShowWinnerUI()
    {
        for (int i = 0; i < base.transform.childCount; i++)
        {
            base.transform.GetChild(i).gameObject.SetActive(false);
        }
        this.multiBattleDialog.gameObject.SetActive(true);
        this.emotionButtonFrontGO.SetActive(true);
        BattleStateManager current = BattleStateManager.current;

        current.battleUiComponentsMulti.skillSelectUi.gameObject.SetActive(true);
        current.uiControlMulti.ApplySkillSelectUI(false);
        BattleMonsterButton[] monsterButton = current.battleUiComponentsMulti.skillSelectUi.monsterButton;
        foreach (BattleMonsterButton battleMonsterButton in monsterButton)
        {
            Collider[] componentsInChildren = battleMonsterButton.GetComponentsInChildren <Collider>();
            if (componentsInChildren != null)
            {
                foreach (Collider collider in componentsInChildren)
                {
                    collider.enabled = false;
                }
            }
        }
    }
Пример #7
0
 // Start is called before the first frame update
 void Start()
 {
     currentState = TurnState.Processing;
     Selector.SetActive(false);
     Bsm           = GameObject.Find("BattleManager").GetComponent <BattleStateManager>();
     startPosition = transform.position;
 }
 public static BattleStateManager getInstance()
 {
     if (_instance == null)
     {
         _instance = new BattleStateManager();
     }
     return _instance;
 }
Пример #9
0
    private static bool CheckExecuteTotalRound(GameWebAPI.RespDataMA_WorldDungeonAdventureSceneMaster.WorldDungeonAdventureScene data)
    {
        if (string.IsNullOrEmpty(data.adventureTriggerValue) || data.adventureTriggerValue == "0")
        {
            return(true);
        }
        BattleStateManager current = BattleStateManager.current;
        int num = data.adventureTriggerValue.ToInt32();

        return(current.battleStateData.totalRoundNumber == num);
    }
Пример #10
0
    private static bool CheckExecuteDigimonEntry(GameWebAPI.RespDataMA_WorldDungeonAdventureSceneMaster.WorldDungeonAdventureScene data)
    {
        if (string.IsNullOrEmpty(data.adventureTriggerValue) || data.adventureTriggerValue == "0")
        {
            return(true);
        }
        BattleStateManager current = BattleStateManager.current;
        int num = current.battleStateData.currentWaveNumber + 1;

        return(num == data.adventureTriggerValue.ToInt32());
    }
        public override bool RunScriptCommand()
        {
            BattleStateManager current = BattleStateManager.current;
            bool result;

            if (current != null)
            {
                result = true;
                CharacterStateControl[] array = current.battleStateData.GetTotalCharacters();
                array = array.Where((CharacterStateControl item) => !item.isDied).ToArray <CharacterStateControl>();
                if (!(this.groupType == "all"))
                {
                    if (this.groupType == "player")
                    {
                        array = array.Where((CharacterStateControl item) => !item.isEnemy).ToArray <CharacterStateControl>();
                    }
                    else if (this.groupType == "enemy")
                    {
                        array = array.Where((CharacterStateControl item) => item.isEnemy).ToArray <CharacterStateControl>();
                    }
                }
                if (!(this.rangeType == "all"))
                {
                    if (this.rangeType == "center")
                    {
                        array = array.Where((CharacterStateControl item) => item.myIndex == 1).ToArray <CharacterStateControl>();
                    }
                    else if (this.rangeType == "left")
                    {
                        array = array.Where((CharacterStateControl item) => item.myIndex == ((!item.isEnemy) ? 0 : 2)).ToArray <CharacterStateControl>();
                    }
                    else if (this.rangeType == "right")
                    {
                        array = array.Where((CharacterStateControl item) => item.myIndex == ((!item.isEnemy) ? 2 : 0)).ToArray <CharacterStateControl>();
                    }
                }
                bool flag = "on" == this.showFlag;
                if (flag)
                {
                    current.threeDAction.ShowAllCharactersAction(array);
                    current.threeDAction.PlayIdleAnimationActiveCharacterAction(array);
                }
                else
                {
                    current.threeDAction.HideAllCharactersAction(array);
                }
                base.ResumeScriptEngine();
            }
            else
            {
                result = false;
            }
            return(result);
        }
    private void ReceivedDungeonStart()
    {
        Loading.DisableMask();
        TipsLoading.Instance.StartTipsLoad(CMD_Tips.DISPLAY_PLACE.QuestToSoloBattle, true);
        CMD_BattleNextChoice component = GameObject.Find("CMD_BattleNextChoice").GetComponent <CMD_BattleNextChoice>();

        component.SetCloseAction(delegate(int noop)
        {
            DataMng.Instance().WD_ReqDngResult.clear = 0;
            BattleStateManager.StartSingle(0.5f, 0.5f, true, null);
        });
        component.ClosePanel(true);
    }
 private void Start()
 {
     this.manager  = BattleStateManager.current;
     this.state    = BattleSecureRoutine.RoutineState.Start;
     this.uiCamera = UnityEngine.Object.FindObjectOfType <UICamera>().cachedCamera;
     if (this.skillSelectUI == null || this.alwaysUI == null)
     {
         this.MyDestroy();
         return;
     }
     this.mainRoutine = this.MainRoutine();
     base.StartCoroutine(this.mainRoutine);
 }
Пример #14
0
    private void Awake()
    {
        manager = GameObject.Find("GameManager").GetComponent <BattleStateManager>();

        rb2d = GetComponent <Rigidbody2D>();
        rb2d.gravityScale = 0;

        activeCharacter = false;
        grounded        = false;

        arm      = transform.GetChild(0);
        sprite   = GetComponent <SpriteRenderer>();
        playerUI = GetComponentInChildren <Text>();
    }
Пример #15
0
    private void Awake()
    {
        this.battleStateManager = UnityEngine.Object.FindObjectOfType <BattleStateManager>();
        if (BattleStateManager.onAutoServerConnect)
        {
            this.battleStateManager.BattleTrigger();
            UnityEngine.Object.Destroy(base.gameObject);
            return;
        }
        StringMaster.Initialize();
        GameObject gameObject = new GameObject("MasterDataMng");

        gameObject.AddComponent <MasterDataMng>();
    }
    void Start()
    {
        //find spacer
        HeroPanelSpacer = GameObject.Find("BattleCanvas").transform.Find("HeroPanel").transform.Find("HeroPanelSpacer");
        //createPanel
        CreateHeroPanel();

        startposition = transform.position;

        cur_cooldown = Random.Range(0, 2.5f);
        //selector off
        Selector.SetActive(false);
        BSM          = GameObject.Find("BattleManager").GetComponent <BattleStateManager>();
        currnetState = TurnState.PROCESSING;
    }
Пример #17
0
 private static bool CheckExecuteLose(GameWebAPI.RespDataMA_WorldDungeonAdventureSceneMaster.WorldDungeonAdventureScene data)
 {
     if (string.IsNullOrEmpty(data.adventureTriggerValue) || data.adventureTriggerValue == "0")
     {
         return(true);
     }
     if (data.adventureTriggerValue == "1")
     {
         BattleStateManager current = BattleStateManager.current;
         if (current.battleStateData.totalRoundNumber > current.hierarchyData.limitRound)
         {
             return(true);
         }
     }
     return(false);
 }
Пример #18
0
    public override void OnUpdate(float dt)
    {
        base.OnUpdate(dt);

        float fDeltaTime = Time.deltaTime;

        if (BattleStateManager != null)
        {
            BattleStateManager.Update(fDeltaTime);
        }

        if (BattleAIManager != null)
        {
            BattleAIManager.Update(fDeltaTime);
        }
    }
Пример #19
0
        public void ChangePlayerLeader(int index)
        {
            BattleStateManager current = BattleStateManager.current;

            current.hierarchyData.leaderCharacter = index;
            this.leaderCharacter      = this.playerCharacters[index];
            this.leaderCharacterIndex = index;
            LeaderSkillStatus leaderSkillStatus = this.playerCharacters[index].leaderSkillStatus;
            CharacterDatas    characterDatas    = this.playerCharacters[index].characterDatas;

            for (int i = 0; i < this.playerCharacters.Length; i++)
            {
                bool isLeader = i == index;
                current.uiControl.ApplyLeaderIcon(i, isLeader);
                this.playerCharacters[i].isLeader = isLeader;
                this.playerCharacters[i].ChangeLeaderSkill(leaderSkillStatus, characterDatas);
            }
        }
Пример #20
0
    private void Awake()
    {
        playerStats = this.GetComponent <PlayerStats>();
        battleStateManagerScript = this.GetComponent <BattleStateManager>();

        /*enemySpawnScript = GameObject.FindGameObjectWithTag("SceneManager").GetComponent<Enemy_Spawn>();
         * playerSpawnScript = GameObject.FindGameObjectWithTag("SceneManager").GetComponent<Player_Spawn>();
         * sceneManagerScript = GameObject.FindGameObjectWithTag("SceneManager").GetComponent<SceneManager>();
         * battleLogScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<battleLog>();*/
        if (this.gameObject.tag == "Player1")
        {
            playerButton = "P1_Button";
        }
        else if (this.gameObject.tag == "Player2")
        {
            playerButton = "P2_Button";
        }

        offset = 1.23f;

        /*timeNeeded = 0.5f;
         * isSkillLockedIn = false;
         * lockedInTimer = 0f;
         * isPerfectTiming = false;*/
        isTargetLockedIn = false;
        //actionTimerBarScript =

        gameState = BattleStateManager.GAMESTATE.CHOOSING_SKILL;

        if (this.gameObject.tag == "Player1")
        {
            this.GetComponent <PlayerVariableManager>().idleAnimation   = "ExiledDemonIdleAnimation";
            this.GetComponent <PlayerVariableManager>().attackAnimation = "ExiledDemonAttackAnimation";
            allySpawnPoint = GameObject.FindGameObjectWithTag("Player2").transform;
        }
        else if (this.gameObject.tag == "Player2")
        {
            this.GetComponent <PlayerVariableManager>().idleAnimation   = "TimePriestressIdleAnimation";
            this.GetComponent <PlayerVariableManager>().attackAnimation = "TimePriestressAttackAnimation";
            allySpawnPoint = GameObject.FindGameObjectWithTag("Player1").transform;
        }
    }
Пример #21
0
    private IEnumerator SyncFunction()
    {
        BattleStateManager battleStateManager = BattleStateManager.current;

        if (battleStateManager.battleMode != BattleMode.Multi && battleStateManager.battleMode != BattleMode.PvP)
        {
            yield break;
        }
        do
        {
            float time = 3f;
            do
            {
                time -= Time.deltaTime;
                yield return(null);
            }while (time > 0f);
            if (battleStateManager.multiBasicFunction.IsOwner)
            {
                IEnumerator sendAdventureSceneData = battleStateManager.multiBasicFunction.SendAdventureSceneData();
                while (sendAdventureSceneData.MoveNext())
                {
                    yield return(null);
                }
                IEnumerator wait = Util.WaitForRealTime(0.5f);
                while (wait.MoveNext())
                {
                    object obj = wait.Current;
                    yield return(obj);
                }
            }
            else
            {
                IEnumerator waitAllPlayers = battleStateManager.multiBasicFunction.WaitAllPlayers(TCPMessageType.AdventureScene);
                while (waitAllPlayers.MoveNext())
                {
                    yield return(null);
                }
            }
        }while (!battleStateManager.multiBasicFunction.isAdventureSceneAllEnd);
        battleStateManager.uiControlMulti.HideLoading();
        yield break;
    }
Пример #22
0
 private IEnumerator GoBattle()
 {
     GameWebAPI.WD_Req_DngStart sendData = DataMng.Instance().GetResultUtilData().last_dng_req;
     if (!ClassSingleton <QuestData> .Instance.ExistEvent(sendData.dungeonId))
     {
         RestrictionInput.StartLoad(RestrictionInput.LoadType.LARGE_IMAGE_MASK_ON);
         while (!AssetDataCacheMng.Instance().IsCacheAllReadyType(AssetDataCacheMng.CACHE_TYPE.BATTLE_COMMON))
         {
             yield return(null);
         }
         this.SetCacheChipIconResources();
         RestrictionInput.EndLoad();
         BattleStateManager.StartSingle(0.5f, 0.5f, true, null);
     }
     else
     {
         QuestStart.StartEventStage(DataMng.Instance().GetResultUtilData().last_dng_req);
     }
     yield break;
 }
Пример #23
0
 private static bool CheckExecuteSkillHit(GameWebAPI.RespDataMA_WorldDungeonAdventureSceneMaster.WorldDungeonAdventureScene data)
 {
     if (string.IsNullOrEmpty(data.adventureTriggerValue) || data.adventureTriggerValue == "0")
     {
         return(true);
     }
     if (data.adventureTriggerValue == "1")
     {
         BattleStateManager      current         = BattleStateManager.current;
         CharacterStateControl[] totalCharacters = current.battleStateData.GetTotalCharacters();
         foreach (CharacterStateControl characterStateControl in totalCharacters)
         {
             if (!characterStateControl.isDied && characterStateControl.isDiedJustBefore)
             {
                 return(true);
             }
         }
     }
     return(false);
 }
Пример #24
0
    public void Init(int chapterId, Action callback = null)
    {
        CommonTools.Log("BattleManager Init.....");

        resSvc   = ResSvc.Instance;
        audioSvc = AudioSvc.Instance;

        battleStateMgr = gameObject.AddComponent <BattleStateManager>();
        battleStateMgr.Init();

        skillMgr = gameObject.AddComponent <SkillManager>();
        skillMgr.Init();

        //加载战场地图
        mapCfg = resSvc.GetMapCfgData(chapterId);
        resSvc.AsyncLoadScene(mapCfg.sceneName, () =>
        {
            //初始化地图数据
            GameObject objMap = GameObject.FindGameObjectWithTag("MapRoot");
            mapMgr            = objMap.GetComponent <MapManager>();
            mapMgr.Init(this);
            objMap.transform.localPosition = Vector3.zero;
            objMap.transform.localScale    = Vector3.one;

            Camera.main.transform.position         = mapCfg.mainCameraPos;
            Camera.main.transform.localEulerAngles = mapCfg.mainCameraRote;

            LoadPlayer(mapCfg);
            entityPlayer.Idle();

            audioSvc.PlayBGM(Constants.cFightBGM);
            BattleSys.Instance.SetPlayerControlWndState();

            ActiveCurrentBatchMonsters();

            if (callback != null)
            {
                callback();
            }
        });
    }
Пример #25
0
        public override bool RunScriptCommand()
        {
            BattleStateManager current = BattleStateManager.current;
            bool result;

            if (current != null)
            {
                result = true;
                Camera camera3D  = current.hierarchyData.cameraObject.camera3D;
                Camera camera3D2 = ClassSingleton <AdventureSceneData> .Instance.adventureCamera.camera3D;
                camera3D2.transform.position = camera3D.transform.position;
                camera3D2.transform.rotation = camera3D.transform.rotation;
                camera3D2.fieldOfView        = camera3D.fieldOfView;
                base.ResumeScriptEngine();
            }
            else
            {
                result = false;
            }
            return(result);
        }
 public void ChangeBattleScene()
 {
     this.isChangeBattleScene = true;
     this.monsterSelectUI.gameObject.SetActive(false);
     this.versusInfoUI.SetBackground(this.loadingBackground);
     this.versusInfoUI.gameObject.SetActive(true);
     this.versusInfoUI.AnimaObjectActiveSet(false);
     base.SetCloseAction(delegate(int x)
     {
         RestrictionInput.StartLoad(RestrictionInput.LoadType.LARGE_IMAGE_MASK_OFF);
         RestrictionInput.SetDisplayObject(this.versusInfoUI.gameObject);
         this.versusInfoUI = null;
         BattleStateManager.StartPvP(0.5f, 0.5f, true, null);
     });
     if (null != CMD_PvPTop.Instance)
     {
         CMD_PvPTop.Instance.IsToBattle = true;
     }
     this.useCMDAnim = false;
     GUIManager.CloseAllCommonDialog(null);
 }
Пример #27
0
        public override bool RunScriptCommand()
        {
            BattleStateManager current = BattleStateManager.current;
            bool result;

            if (current != null)
            {
                result = true;
                BattleCameraObject component = ClassSingleton <AdventureSceneData> .Instance.stage.GetComponent <BattleCameraObject>();

                if (component != null)
                {
                    UnityEngine.Object.Destroy(component);
                }
                ClassSingleton <AdventureSceneData> .Instance.stage = null;
                base.ResumeScriptEngine();
            }
            else
            {
                result = false;
            }
            return(result);
        }
Пример #28
0
 public override void Initialize(BattleScene owner, BattleStateManager state_manager)
 {
     base.Initialize(owner, state_manager);
 }
Пример #29
0
 private void GoToBattleScene()
 {
     BattleStateManager.StartSingle(0.5f, 0.5f, true, null);
 }
Пример #30
0
    public override IEnumerator OnEnter(float progress)
    {
        Global.UIMgr.ShowLoadingWidget(0.5f);

        yield return(base.OnEnter(progress));

        yield return(Global.UIMgr.OnCreateWidgetAsync <UIBattle>(UIManager.eUIType.eUI_Battle, widget =>
        {
            if (widget != null)
            {
                Global.SoundMgr.PlayBGM(SoundManager.eBGMType.eBGM_Battle);

                TurnUI = widget.GetComponentInChildren <UITurnControl>(true);

                widget.BattleScene = this;
                widget.Show();
            }
        }));

        yield return(Global.UIMgr.OnCreateWidgetAsync <UIBattleWin>(UIManager.eUIType.eUI_BattleWin, widget =>
        {
            widget.Hide();
        }));

        yield return(Global.UIMgr.OnCreateWidgetAsync <UIBattleLose>(UIManager.eUIType.eUI_BattleLose, widget =>
        {
            widget.Hide();
        }));

        yield return(Global.UIMgr.OnCreateWidgetAsync <UIBattleEnd>(UIManager.eUIType.eUI_BattleEnd, widget =>
        {
            widget.Hide();
        }));

        yield return(Global.ResourceMgr.CreateResourceAsync(eResourceType.Prefab, "Battle/Prefabs/BattleRoot", (prefabResource) =>
        {
            BattleRoot = Instantiate(prefabResource.ResourceData) as GameObject;
            if (BattleRoot != null)
            {
                BattleRoot.name = "BattleRoot";

                BattleRoot.transform.position = Vector3.zero;
                BattleRoot.transform.rotation = Quaternion.identity;
                BattleRoot.transform.localScale = Vector3.one;

                Blur = ComponentFactory.FindInChildrenByName <Transform>(BattleRoot.transform, "Blur").gameObject;
            }
        }));

        //BattleRoot
        EffectRoot = BattleRoot.transform.Find("Effect");

        BattleHeroManager.Instance.Init();

        if (BattleStateManager == null)
        {
            BattleStateManager = new BattleStateManager();
        }

        yield return(BattleStateManager.Initialize(this));

        if (BattleAIManager == null)
        {
            BattleAIManager = new BattleAIManager();
        }

        BattleAIManager.Initialize();

        yield return(new WaitForSeconds(1f));

        Global.UIMgr.HideLoadingWidget(0.5f);

        BattleStateManager.ChangeState(EBattleState.BattleState_Ready);
    }
Пример #31
0
 public BattleCameraControl(BattleStateManager battleStateManager)
 {
     this.m_battleStateManager = battleStateManager;
 }