public void BuildMyViewsFromCharacterPresetData(CharacterPresetData data) { // Set data SetMyCharacterData(data); // Set name text SetPresetName(data.characterName); // Set background texts MainMenuManager.Instance.BuildBackgroundTextsFromCharacterPresetData(this, data); // Build model CharacterModelController.BuildModelFromCharacterPresetData(myModel, data); // Set Scaling on model //CharacterModelController.AutoSetModelScaleFromRace(myModel); // Modify abilities/passives on panel MainMenuManager.Instance.BuildCharacterAbilityTabsFromPresetData(this, data); // modify attribute texts MainMenuManager.Instance.BuildTalentTextsFromCharacterPresetData(this, data); // Set Description text MainMenuManager.Instance.BuildDescriptionTextCharacterPresetData(this, data); // Build Race Tab MainMenuManager.Instance.BuildRaceTabFromCharacterPresetData(this, data.modelRace); // Build Racial Ability + Passive tabs MainMenuManager.Instance.BuildRacialAbilityAndPassiveTabsFromPresetData(this, data); }
public IEnumerator IEInitRoleModelToRolePosPlace() { yield return(new WaitForSeconds(0.05f)); for (int i = 0; i < teamNumbers.Count; i++) { Debug.Log("载入模型对应hashcode:" + teamNumbers[i].hashCode + "_" + i); int pos = teamNumbers[i].teamPos; Transform s = Instantiate(RoleModel) as Transform; CharacterModelController CMC = s.GetComponentInChildren <CharacterModelController>(); CMC.initHeroCharacterModel(teamNumbers[i].hashCode, SDConstants.HERO_MODEL_RATIO); Vector2 aim = AllEnablePosPlace[pos].position; s.position = aim; s.SetParent(RoleGroup); s.localScale = Vector3.zero; s.gameObject.SetActive(true); //显示对应模型 s.SetSiblingIndex(i); s.DOScale(Vector3.one, initDelay).SetEase(Ease.OutBack); yield return(new WaitForSeconds(initDelay)); } //STUP.usingIEcannotTap = false; }
public void RebuildAllModels() { foreach (StoryWindowCharacterSlot character in allCharacterSlots) { CharacterModelController.BuildModelFromModelClone(character.myModel, character.myCharacterData.myCharacterModel); } }
public void RebuildAllModels() { foreach (TreasureRoomCharacter character in allCharacterSlots) { CharacterModelController.BuildModelFromModelClone(character.myModel, character.myCharacterData.myCharacterModel); } }
public void RolePlayJumpAnim(BattleRoleData _unit) { CharacterModelController _cha = _unit.GetComponentInChildren <CharacterModelController>(); if (IsWaitingPlayerAction && _cha != null) { CharacterModel cha = _cha.CurrentCharacterModel; if (cha && !cha._isDead) { StartCoroutine(IEJumpAnim(cha)); } } }
public override void SetBaseProperties() { myName = "Skeleton Soldier"; base.SetBaseProperties(); CharacterModelController.SetUpAsSkeletonSoldierPreset(myModel); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Move"); myPassiveManager.ModifyUndead(); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Sword"); }
public override void SetBaseProperties() { myName = "Toxic Zombie"; base.SetBaseProperties(); CharacterModelController.SetUpAsVolatileZombiePreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); myPassiveManager.ModifyUnstable(5); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Sword"); }
public void RebuildAllModels() { List <VillageCharacter> allCharacterSlots = new List <VillageCharacter> { characterOne, characterTwo, characterThree, characterFour }; foreach (VillageCharacter character in allCharacterSlots) { CharacterModelController.BuildModelFromModelClone(character.myModel, character.myCharacterData.myCharacterModel); } }
public override void SetBaseProperties() { myName = "Goblin Shooty"; base.SetBaseProperties(); CharacterModelController.SetUpAsGoblinShootyPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Shoot"); mySpellBook.EnemyLearnAbility("Pinning Shot"); myPassiveManager.ModifyNimble(1); myPassiveManager.ModifyQuickDraw(1); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Bow"); }
public void OnNewGameLoaded() { Debug.Log("KingsBlessingManager.OnNewGameLoaded() called..."); // Disable player's ability to click on encounter buttons and start new encounters WorldManager.Instance.canSelectNewEncounter = false; // Set up screen EnableView(); PopulateChoiceDataList(); CreateChoiceButtons(); CharacterModelController.SetUpAsHumanKingPreset(kingModel); PlayIdleAnimOnAllModels(); SetSpeechBubbleText("Choose my blessing..."); FadeInSpeechBubble(1); }
public override void SetBaseProperties() { myName = "Skeleton Archer"; base.SetBaseProperties(); CharacterModelController.SetUpAsSkeletonArcherPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Shoot"); mySpellBook.EnemyLearnAbility("Impaling Bolt"); mySpellBook.EnemyLearnAbility("Snipe"); myPassiveManager.ModifyTrueSight(1); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Bow"); }
public override void SetBaseProperties() { myName = "Mork"; base.SetBaseProperties(); CharacterModelController.SetUpAsMorkPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Smash"); mySpellBook.EnemyLearnAbility("Whirlwind"); myPassiveManager.ModifyGrowing(3); myPassiveManager.ModifyUnstoppable(1); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Battle Axe"); }
public override void SetBaseProperties() { myName = "Skeleton Barbarian"; base.SetBaseProperties(); CharacterModelController.SetUpAsSkeletonBarbarianPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Charge"); mySpellBook.EnemyLearnAbility("Whirlwind"); myPassiveManager.ModifyEnrage(2); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Battle Axe"); }
public override void SetBaseProperties() { myName = "Poison Golem"; base.SetBaseProperties(); CharacterModelController.SetUpAsPoisonGolemPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Noxious Fumes"); mySpellBook.EnemyLearnAbility("Toxic Slash"); mySpellBook.EnemyLearnAbility("Chemical Reaction"); myPassiveManager.ModifyToxicAura(2); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Staff"); }
public override void SetBaseProperties() { myName = "Skeleton Assassin"; base.SetBaseProperties(); CharacterModelController.SetUpAsSkeletonAssassinPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Twin Strike"); mySpellBook.EnemyLearnAbility("Shank"); mySpellBook.EnemyLearnAbility("Dash"); myPassiveManager.ModifyStealth(1); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Dagger"); myOffHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Dagger"); }
public override void SetBaseProperties() { myName = "Air Golem"; base.SetBaseProperties(); CharacterModelController.SetUpAsAirGolemPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Lightning Bolt"); mySpellBook.EnemyLearnAbility("Thunder Strike"); mySpellBook.EnemyLearnAbility("Chain Lightning"); myPassiveManager.ModifyStormAura(3); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Staff"); }
public override void SetBaseProperties() { myName = "Goblin Stabby"; base.SetBaseProperties(); CharacterModelController.SetUpAsGoblinStabbyPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Twin Strike"); mySpellBook.EnemyLearnAbility("Tendon Slash"); myPassiveManager.ModifyNimble(1); myPassiveManager.ModifyPoisonous(1); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Sword"); myOffHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Sword"); }
public override void SetBaseProperties() { myName = "Frost Golem"; base.SetBaseProperties(); CharacterModelController.SetUpAsFrostGolemPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Frost Nova"); mySpellBook.EnemyLearnAbility("Chilling Blow"); mySpellBook.EnemyLearnAbility("Thaw"); myPassiveManager.ModifyShatter(1); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Staff"); }
public override void SetBaseProperties() { myName = "Goblin War Chief"; base.SetBaseProperties(); CharacterModelController.SetUpAsGoblinWarChiefPreset(myModel); mySpellBook.EnemyLearnAbility("Invigorate"); mySpellBook.EnemyLearnAbility("Goblin War Cry"); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); myPassiveManager.ModifyNimble(1); myPassiveManager.ModifyFury(1); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Battle Axe"); }
public override void SetBaseProperties() { myName = "Fire Golem"; base.SetBaseProperties(); CharacterModelController.SetUpAsFireGolemPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Fire Ball"); mySpellBook.EnemyLearnAbility("Melt"); mySpellBook.EnemyLearnAbility("Combustion"); myPassiveManager.ModifyFieryAura(3); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Staff"); }
public void PlaceItemOnCharacterSlot(InventoryItemCard itemCard, CharacterItemSlot characterSlot) { Debug.Log("InventoryController.PlaceItemOnCharacterSlot() called, placing item " + itemCard.myItemData.Name + " on character slot " + characterSlot.mySlotType.ToString()); itemCard.transform.position = characterSlot.transform.position; itemCard.transform.localScale = new Vector3(1, 1, 1); if (itemCard.myInventorySlot != null) { itemCard.myInventorySlot.occupied = false; itemCard.myInventorySlot.myItemCard = null; itemCard.myInventorySlot = null; } itemCard.equipted = true; itemCard.transform.SetParent(characterSlot.transform); characterSlot.myItem = itemCard; itemCard.transform.localScale = new Vector3(1, 1, 1); // Weapon specific set up if (characterSlot.mySlotType == CharacterItemSlot.SlotType.MainHand) { characterSlot.myCharacterData.mainHandWeapon = itemCard.myItemData; } else if (characterSlot.mySlotType == CharacterItemSlot.SlotType.OffHand) { characterSlot.myCharacterData.offHandWeapon = itemCard.myItemData; } // Check for weapon slot changes, then update weapon related abilities if (itemCard.myItemData.itemType == ItemDataSO.ItemType.MeleeOneHand || itemCard.myItemData.itemType == ItemDataSO.ItemType.MeleeTwoHand || itemCard.myItemData.itemType == ItemDataSO.ItemType.RangedTwoHand || itemCard.myItemData.itemType == ItemDataSO.ItemType.Shield) { UpdateCharacterAbilitiesFromWeapons(characterSlot.myCharacterData); } // apply item view to char data model CharacterModelController.ApplyItemDataAppearanceToModel(itemCard.myItemData, characterSlot.myCharacterData.myCharacterModel, characterSlot.mySlotType); // apply to char data model ON BUTTON CharacterModelController.ApplyItemDataAppearanceToModel(itemCard.myItemData, characterSlot.myCharacterData.myModelOnButton, characterSlot.mySlotType); itemCard.SetRayCastingState(true); }
public override void SetBaseProperties() { myName = "Goblin Shield Bearer"; base.SetBaseProperties(); CharacterModelController.SetUpAsGoblinShieldBearerPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Provoke"); mySpellBook.EnemyLearnAbility("Testudo"); myPassiveManager.ModifyNimble(1); myPassiveManager.ModifyCautious(4); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Sword"); myOffHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Shield"); }
public override void SetBaseProperties() { myName = "Skeleton Priest"; base.SetBaseProperties(); CharacterModelController.SetUpAsSkeletonPriestPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Chaos Bolt"); mySpellBook.EnemyLearnAbility("Healing Light"); mySpellBook.EnemyLearnAbility("Invigorate"); //myPassiveManager.ModifyUndead(); myPassiveManager.ModifyEncouragingAura(10); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Staff"); }
public override void SetBaseProperties() { myName = "Skeleton Mage"; base.SetBaseProperties(); CharacterModelController.SetUpAsSkeletonMagePreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Fire Ball"); mySpellBook.EnemyLearnAbility("Frost Bolt"); mySpellBook.EnemyLearnAbility("Icy Focus"); // myPassiveManager.ModifyUndead(); myPassiveManager.ModifyFlux(1); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Staff"); }
public override void SetBaseProperties() { myName = "Skeleton Necromancer"; base.SetBaseProperties(); CharacterModelController.SetUpAsSkeletonNecromancerPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Summon Toxic Zombie"); mySpellBook.EnemyLearnAbility("Toxic Rain"); mySpellBook.EnemyLearnAbility("Chemical Reaction"); mySpellBook.EnemyLearnAbility("Drain"); myPassiveManager.ModifyToxicAura(2); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Staff"); }
public override void SetBaseProperties() { myName = "Skeleton Warrior"; base.SetBaseProperties(); CharacterModelController.SetUpAsSkeletonWarriorPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Inspire"); mySpellBook.EnemyLearnAbility("Provoke"); mySpellBook.EnemyLearnAbility("Fortify"); // myPassiveManager.ModifyUndead(); myPassiveManager.ModifyThorns(3); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Sword"); myOffHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Shield"); }
public override void SetBaseProperties() { myName = "Demon Berserker"; base.SetBaseProperties(); CharacterModelController.SetUpAsDemonBerserkerPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Charge"); mySpellBook.EnemyLearnAbility("Whirlwind"); mySpellBook.EnemyLearnAbility("Smash"); mySpellBook.EnemyLearnAbility("Kick To The Balls"); myPassiveManager.ModifyUnstoppable(1); myPassiveManager.ModifyEnrage(2); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Battle Axe"); }
// Initialization + Setup #region public void InitializeSetup(Enemy enemy) { // Establish enemy connection myEnemy = enemy; // Fix camera/canvas issue weirdness myParentRenderCanvas = GetComponentInParent <Canvas>(); myParentRenderCanvas.worldCamera = CameraManager.Instance.unityCamera.mainCamera; // Build character model // CharacterModelController.BuildModelFromPresetString(myModel, myEnemy.myName); CharacterModelController.BuildModelFromModelClone(myModel, myEnemy.myModel); myModel.SetIdleAnim(); // Set up text files characterNameText.text = enemy.myName; // Core stats strengthText.text = enemy.currentStrength.ToString(); dexterityText.text = enemy.currentDexterity.ToString(); wisdomText.text = enemy.currentWisdom.ToString(); staminaText.text = enemy.currentStamina.ToString(); mobilityText.text = enemy.currentMobility.ToString(); initiativeText.text = enemy.currentInitiative.ToString(); // Secondary stats criticalText.text = enemy.currentCriticalChance.ToString(); dodgeText.text = enemy.currentDodgeChance.ToString(); parryText.text = enemy.currentParryChance.ToString(); auraSizeText.text = enemy.currentAuraSize.ToString(); dodgeText.text = enemy.currentDodgeChance.ToString(); maxEnergyText.text = enemy.currentMaxEnergy.ToString(); meleeRangeText.text = enemy.currentMeleeRange.ToString(); // Resistances physicalResistanceText.text = enemy.currentPhysicalResistance.ToString(); fireResistanceText.text = enemy.currentFireResistance.ToString(); frostResistanceText.text = enemy.currentFrostResistance.ToString(); poisonResistanceText.text = enemy.currentPoisonResistance.ToString(); airResistanceText.text = enemy.currentAirResistance.ToString(); shadowResistanceText.text = enemy.currentShadowResistance.ToString(); }
public override void SetBaseProperties() { myName = "Dark Elf Ranger"; base.SetBaseProperties(); CharacterModelController.SetUpAsDarkElfRangerPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Shoot"); mySpellBook.EnemyLearnAbility("Impaling Bolt"); mySpellBook.EnemyLearnAbility("Pinning Shot"); mySpellBook.EnemyLearnAbility("Overwatch"); mySpellBook.EnemyLearnAbility("Snipe"); // myPassiveManager.ModifyStealth(1); myPassiveManager.ModifyFlux(1); myPassiveManager.ModifyTrueSight(1); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Bow"); }
public override void SetBaseProperties() { myName = "Demon Hell Guard"; base.SetBaseProperties(); CharacterModelController.SetUpAsDemonHellGuardPreset(myModel); mySpellBook.EnemyLearnAbility("Move"); mySpellBook.EnemyLearnAbility("Strike"); mySpellBook.EnemyLearnAbility("Testudo"); mySpellBook.EnemyLearnAbility("Fortify"); mySpellBook.EnemyLearnAbility("Shield Slam"); mySpellBook.EnemyLearnAbility("Provoke"); myPassiveManager.ModifyUnwavering(1); myPassiveManager.ModifyCautious(5); myMainHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Sword"); myOffHandWeapon = ItemLibrary.Instance.GetItemByName("Simple Shield"); }
/// <summary> /// Initialize everything /// </summary> public void Awake() { _ccc = GetComponent<CharacterControllerCustom>(); _sizeDrop = GetComponent<CharacterSize>(); modelDrop = GetComponentInChildren<CharacterModelController>(); _trajectoryPoints = new Vector3[numOfTrajectoryPoints]; for (int i = 0; i < numOfTrajectoryPoints; i++) { _trajectoryPoints[i] = transform.position; } _linerenderer = (LineRenderer)Instantiate(renderer); _linerenderer.transform.parent = this.transform; //create the object where to store particles _rainParticles = new GameObject(); _rainParticles.transform.parent = this.transform; _rainParticles.name = "Rainbow Particle"; //we init only 20, we usually don't use more. If needed, will create more _particlesTrajectory = new List<ParticleSystem[]>(20); for (int i = 0; i < 20; i++) { GameObject system = Instantiate(particleRainbow); system.transform.parent = _rainParticles.transform; //initialize particle system ParticleSystem[] subSystems = system.GetComponentsInChildren<ParticleSystem>(); foreach (ParticleSystem subSystem in subSystems) { subSystem.randomSeed = (uint)UnityEngine.Random.Range(0, int.MaxValue); subSystem.Simulate(0, true, true); subSystem.Play(); ParticleSystem.EmissionModule emission = subSystem.emission; emission.enabled = false; } _particlesTrajectory.Add(subSystems); } }