//Function called from EnemyCombatAI_Basic.cs to perform an enemy's action at the given tile public void PerformEnemyActionOnTile(CombatTile3D tileClicked_, Action enemyAction_) { //If the action being performed is a movement action and the tile chosen isn't empty, nothing happens if (enemyAction_.GetType() == typeof(MoveAction)) { if (tileClicked_.typeOnTile != TileObjectType.Nothing) { return; } } //Tells our info display object to show the name of the action used if it isn't a move action else { this.ourInfoDisplay.StartInfoDisplay(enemyAction_.actionName, enemyAction_.timeToCompleteAction); } //Creating a new instance of the action to use GameObject actionInstance = Instantiate(enemyAction_.gameObject); //Tells the action to be performed at the tile chosen actionInstance.GetComponent <Action>().PerformAction(tileClicked_); //Have this combat manager wait a bit before going back because there could be animations if (this.stateAfterWait != CombatState.EndCombat) { this.SetWaitTime(enemyAction_.timeToCompleteAction, CombatState.PlayerInput); } }
//Function called from CombatTile.cs to perform the selected action in the CombatActionPanelUI public void PerformActionAtClickedTile(CombatTile3D tileClicked_) { //If the action being performed is a movement action and the tile clicked isn't empty, nothing happens if (CombatActionPanelUI.globalReference.selectedAction.GetComponent <MoveAction>() && tileClicked_.typeOnTile != TileObjectType.Nothing) { return; } //Tells our info display object to show the name of the action used if it isn't a move action if (!CombatActionPanelUI.globalReference.selectedAction.GetComponent <MoveAction>()) { this.ourInfoDisplay.StartInfoDisplay(CombatActionPanelUI.globalReference.selectedAction.actionName, CombatActionPanelUI.globalReference.selectedAction.timeToCompleteAction); } //Tells the action to be performed at the tile clicked and stops highlighting it CombatActionPanelUI.globalReference.selectedAction.PerformAction(tileClicked_); //Have this combat manager wait a bit before going back because there could be animations if (this.stateAfterWait != CombatState.EndCombat) { this.SetWaitTime(CombatActionPanelUI.globalReference.selectedAction.timeToCompleteAction, CombatState.PlayerInput); } //Disables the types of actions that were used CombatActionPanelUI.globalReference.DisableUsedActions(); //Clearing the highlighted area showing the previously used action's range this.tileHandler.ClearTileHilights(); }
//Function called when the player's mouse is no longer over this tile private void OnMouseExit() { //Making sure the pointer isn't over a UI object if (!EventSystem.current.IsPointerOverGameObject()) { //If a character is moving right now and this tile is in the movement path, we don't stop highlighting if (CombatActionPanelUI.globalReference.selectedAction != null && CombatActionPanelUI.globalReference.selectedAction.GetComponent <MoveAction>()) { //If this tile isn't in the movement path, this tile isn't highlighted if (!CombatActionPanelUI.globalReference.selectedAction.GetComponent <MoveAction>().IsTileInMovementPath(this)) { this.HighlightTile(false); } } else { //Stops hilighting this tile's image this.HighlightTile(false); //Stops highlighting any effect radius if there's a selected attack ability this.HighlightEffectRadius(false); } mouseOverTile = null; } }
//Function inherited from AttackAction.cs and called from CombatManager.cs so we can attack a target public override void PerformAction(CombatTile3D targetTile_) { base.PerformAction(targetTile_); //Once the attack is performed, this spell needs to recharge Character actingChar = CombatManager.globalReference.initiativeHandler.actingCharacters[0]; actingChar.charActionList.StartSpellRecharge(this); }
//Function called from InitializeCharactersForCombat to instantiate character models private void CreateCharacterModels() { //Clearing the model lists foreach (GameObject pm in this.playerModels) { Destroy(pm); } foreach (GameObject em in this.enemyModels) { Destroy(em); } this.playerModels = new List <GameObject>(); this.enemyModels = new List <GameObject>(); //Creating each player character model at their tile position for (int p = 0; p < this.playerCharacters.Count; p++) { GameObject charModel = GameObject.Instantiate(this.playerCharacters[p].charModels.charModel); CombatTile3D tile = CombatManager.globalReference.tileHandler.FindCharactersTile(this.playerCharacters[p]); if (tile == null) { Debug.Log("Tile null"); } else { charModel.transform.position = tile.gameObject.transform.position; this.playerModels.Add(charModel); CombatManager.globalReference.tileHandler.FindCharactersTile(this.playerCharacters[p]).SetObjectOnTile(charModel, TileObjectType.Player); } } //Creating each enemy character model at their tile position for (int e = 0; e < this.enemyCharacters.Count; e++) { GameObject charModel = GameObject.Instantiate(this.enemyCharacters[e].charModels.charModel); CombatTile3D tile = CombatManager.globalReference.tileHandler.FindCharactersTile(this.enemyCharacters[e]); if (tile == null) { Debug.Log("Tile null"); } else { charModel.transform.position = tile.gameObject.transform.position; this.enemyModels.Add(charModel); CombatManager.globalReference.tileHandler.FindCharactersTile(this.enemyCharacters[e]).SetObjectOnTile(charModel, TileObjectType.Enemy); } } }
//Function called from AttackAction.PerformAction to show that an attack missed public void DisplayMissedAttack(float timeDelay_, CombatTile3D attackedCharTile_) { //Creating an instance of the damage text object prefab GameObject newDamageDisplay = GameObject.Instantiate(this.damageTextPrefab.gameObject); //Parenting the damage text object to this object's transform newDamageDisplay.transform.SetParent(this.transform); //Getting the DamageText component reference DamageText newDamageText = newDamageDisplay.GetComponent <DamageText>(); //Setting the info for the text newDamageText.DisplayMiss(timeDelay_, attackedCharTile_.transform.position); }
//Function called when the player's mouse starts hovering over this tile private void OnMouseEnter() { //Making sure the pointer isn't over a UI object if (!EventSystem.current.IsPointerOverGameObject()) { //Hilighting this tile's image this.HighlightTile(true); mouseOverTile = this; //Highlighting any effect radius if there's a selected attack ability this.HighlightEffectRadius(true); } }
//Function called from CombatTile3D.cs to see if a specific tile is in the current movement path public bool IsTileInMovementPath(CombatTile3D tileToCheck_) { //Looping through each tile in the current movement path foreach (CombatTile3D ct in this.movementPath) { //Returns true if the current tile is the one we're looking for if (ct == tileToCheck_) { return(true); } } //If we make it through the loop, the tile we're looking for isn't in the movement path return(false); }
//Function inherited from Action.cs public override void PerformAction(CombatTile3D targetTile_) { //Calling the base function to start the cooldown time base.PerformAction(targetTile_); //If the acting character is an enemy, we need to set the movement path since we're not mousing over tiles if (CombatManager.globalReference.characterHandler.enemyCharacters.Contains(this.actingCharacter)) { this.movementPath = PathfindingAlgorithms.BreadthFirstSearchCombat(this.movementPath[0], targetTile_, true, true); } //Otherwise the movement path has already been set by our Update function ("else if" when this.moveCharacter is false) //Makes it so that the Update function will now move the character through the movement path this.moveCharacter = true; this.currentNumTilesMoved = 0; }
//Function called from AttackAction.PerformAction to show damage dealt to a character at the given tile public void DisplayDamageDealt(float timeDelay_, int damage_, DamageType type_, CombatTile3D damagedCharTile_, bool isCrit_, bool isHeal_ = false) { //If the damage dealt was 0, nothing happens if (damage_ <= 0) { return; } //Creating an instance of the damage text object prefab GameObject newDamageDisplay = GameObject.Instantiate(this.damageTextPrefab.gameObject); //Getting the DamageText component reference DamageDisplay newDamageText = newDamageDisplay.GetComponent <DamageDisplay>(); //Setting the info for the text newDamageText.SetDamageToDisplay(timeDelay_, damage_, type_, damagedCharTile_.transform.position, isCrit_, isHeal_); //Updating the health bars so we can see how much health characters have this.uiHandler.UpdateHealthBars(); }
//Function called externally from CombatTile3D.cs. Adds a 3D combat tile to our combat tile grid at the row and column given public void AddCombatTileToGrid(CombatTile3D tileToAdd_, int row_, int col_) { //Making sure the row and column values are within bounds if (row_ < 0 || row_ > this.numRows) { return; } if (col_ < 0 || col_ > this.numCols) { return; } //Making sure a tile doesn't already exist in this location if (this.combatTileGrid[col_][row_] != null) { return; } //Setting the given tile to the correct row and column this.combatTileGrid[col_][row_] = tileToAdd_; }
//Overrided function from Effect.cs to trigger this damage effect public override void TriggerEffect(Character usingCharacter_, Character targetCharacter_, float timeDelay_ = 0) { //Setting the character references of who is attacking and who is being attacked this.characterToEffect = targetCharacter_; this.characterWhoTriggered = usingCharacter_; //Int to hold all of the damage for the attack int totalDamage = 0; //Adding the base damage totalDamage += this.baseDamage; //Looping through each individual die rolled for (int d = 0; d < this.diceRolled; ++d) { //Finding the value rolled on the current die totalDamage += Random.Range(1, this.diceSides); } //Rolling to see if this effect crits float critRoll = Random.Range(0, 1); bool isCrit = false; if (critRoll < this.critChance) { totalDamage = totalDamage * this.critMultiplier; } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in usingCharacter_.charPerks.allPerks) { //If the perk boosts a damage type that's the same as this damage type, we boost it if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.type == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { totalDamage += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(usingCharacter_, isCrit, false, this.type); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in targetCharacter_.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current damage type is the same as this spell resist perk if (resistPerk.typeToResist == this.type) { //Checking to see if the damage is negated entirely if (resistPerk.negateAllDamage) { //If the resist type for this spell isn't on absorb, we can negate it. ALWAYS have preference to absorb because it heals if (magicResistType != SpellResistTypes.Absorb) { magicResistType = SpellResistTypes.Negate; } } //Checking to see if the damage is absorbed to heal the target else if (resistPerk.absorbDamage) { magicResistType = SpellResistTypes.Absorb; //Applying the damage reduction so the defender isn't healed as much totalDamage -= resistPerk.GetSpellResistAmount(this.characterToEffect, isCrit, false); } //Otherwise we just get the amount that it normally resists else { totalDamage -= resistPerk.GetSpellResistAmount(this.characterToEffect, isCrit, false); } } } } //Subtracting the target character's armor resist and magic resistances switch (this.type) { case DamageType.Slashing: if (targetCharacter_.charEquipment.totalSlashingArmor > 0) { totalDamage -= targetCharacter_.charEquipment.totalSlashingArmor; } break; case DamageType.Stabbing: if (targetCharacter_.charEquipment.totalStabbingArmor > 0) { totalDamage -= targetCharacter_.charEquipment.totalStabbingArmor; } break; case DamageType.Crushing: if (targetCharacter_.charEquipment.totalCrushingArmor > 0) { totalDamage -= targetCharacter_.charEquipment.totalCrushingArmor; } break; case DamageType.Arcane: if (targetCharacter_.charEquipment.totalArcaneResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalArcaneResist; } break; case DamageType.Enchant: if (targetCharacter_.charEquipment.totalEnchantResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalEnchantResist; } break; case DamageType.Holy: if (targetCharacter_.charEquipment.totalHolyResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalHolyResist; } break; case DamageType.Dark: if (targetCharacter_.charEquipment.totalDarkResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalDarkResist; } break; case DamageType.Fire: if (targetCharacter_.charEquipment.totalFireResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalFireResist; } break; case DamageType.Water: if (targetCharacter_.charEquipment.totalWaterResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalWaterResist; } break; case DamageType.Electric: if (targetCharacter_.charEquipment.totalElectricResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalElectricResist; } break; case DamageType.Wind: if (targetCharacter_.charEquipment.totalWindResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalWindResist; } break; case DamageType.Stone: if (targetCharacter_.charEquipment.totalStoneResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalStoneResist; } break; case DamageType.Bleed: if (targetCharacter_.charEquipment.totalBleedResist > 0) { totalDamage -= targetCharacter_.charEquipment.totalBleedResist; } break; } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this effect or it affects all damage types if (threatPerk.damageTypeToThreaten == this.type || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(totalDamage, isCrit, false); } } } //Finding the combat tile that the target character is on CombatTile3D targetCharTile = CombatManager.globalReference.tileHandler.FindCharactersTile(targetCharacter_); //If the damage was dealt normally if (magicResistType == SpellResistTypes.Normal) { //Dealing damage to the target character and telling the combat manager to display how much was dealt targetCharacter_.charPhysState.DamageCharacter(totalDamage); CombatManager.globalReference.DisplayDamageDealt(timeDelay_, totalDamage, type, targetCharTile, isCrit); //If this character has the EnemyCombatAI component, we increase the threat for the character who put this effect on if (this.characterToEffect.GetComponent <EnemyCombatAI_Basic>()) { //If the character who cast this effect is a player character, we increase threat against the caster if (!this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //If the attack didn't crit if (!isCrit) { //Applying threat to the targeted character this.characterToEffect.GetComponent <EnemyCombatAI_Basic>().IncreaseThreat(this.characterWhoTriggered, totalDamage + bonusThreat); } //If the attack did crit, we boost threat against all enemies by 25% else { //Finding the bonus amount of threat that's applied to all enemies int boostedThreat = totalDamage + bonusThreat; boostedThreat = Mathf.RoundToInt(boostedThreat * 0.25f); CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, boostedThreat, true); //Applying the rest of the threat to the target character CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, this.characterToEffect, totalDamage + bonusThreat - boostedThreat, false); } } } } //If the damage was negated completely else if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display no damage dealt CombatManager.globalReference.DisplayDamageDealt(timeDelay_, 0, type, targetCharTile, isCrit); } //If the damage was abosrbed and healed the character else if (magicResistType == SpellResistTypes.Absorb) { //Telling the combat manager to display the damage healed targetCharacter_.charPhysState.HealCharacter(totalDamage); CombatManager.globalReference.DisplayDamageDealt(timeDelay_, totalDamage, type, targetCharTile, isCrit, true); //If the caster of this effect and the target are player characters, we increase the threat for the character who put this effect on them if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>() && !this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies for the amount that's healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, totalDamage + bonusThreat, true); } } //Creating the visual effect for this effect GameObject targetCharModel = CombatManager.globalReference.characterHandler.GetCharacterModel(targetCharacter_); this.SpawnVisualAtLocation(targetCharModel.transform.localPosition, targetCharModel.transform); //Increasing the threat to the target based on damage dealt //If the attack is a crit, ALL enemies have their threat increased for 25% of the damage if (isCrit) { //Getting 25% of the damage to pass to all enemies int threatForAll = (totalDamage + bonusThreat) / 4; CombatManager.globalReference.ApplyActionThreat(usingCharacter_, null, threatForAll, true); //Applying the rest of the threat to the target character CombatManager.globalReference.ApplyActionThreat(usingCharacter_, targetCharacter_, (totalDamage + bonusThreat) - threatForAll, false); } //If the attack wasn't a crit, only the target character takes threat else { CombatManager.globalReference.ApplyActionThreat(usingCharacter_, targetCharacter_, totalDamage + bonusThreat, false); } //Destroying this effect once everything is finished up Destroy(this.gameObject); }
//Overrided function from Effect.cs to trigger this heal effect public override void TriggerEffect(Character usingCharacter_, Character targetCharacter_, float timeDelay_ = 0) { //Setting the character references of who is attacking and who is being attacked this.characterToEffect = targetCharacter_; this.characterWhoTriggered = usingCharacter_; //Int to hold the heal total for the effect int totalHeal = 0; //Adding the base heal totalHeal += this.baseHeal; //Looping through each individual die rolled for (int d = 0; d < this.diceRolled; ++d) { //Finding the value rolled on the current die totalHeal += Random.Range(1, this.diceSides); } //Rolling to see if this effect crits float critRoll = Random.Range(0, 1); bool isCrit = false; if (critRoll < this.critChance) { totalHeal = Mathf.RoundToInt(totalHeal * this.critMultiplier); } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in usingCharacter_.charPerks.allPerks) { //If the perk boosts a damage type that's the same as this damage (heal) type, we boost it if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.type == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { totalHeal += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(usingCharacter_, isCrit, false, this.type); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in this.characterToEffect.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current heal type is the same as this spell resist perk if (resistPerk.typeToResist == this.type) { //Checking to see if the heal is negated entirely if (resistPerk.negateAllDamage) { magicResistType = SpellResistTypes.Negate; } //Otherwise we just get the amount that it normally resists else { totalHeal -= resistPerk.GetSpellResistAmount(this.characterToEffect, isCrit, false); } } } } //Subtracting the target character's magic resistances switch (this.type) { case DamageType.Slashing: if (targetCharacter_.charEquipment.totalSlashingArmor > 0) { totalHeal -= targetCharacter_.charEquipment.totalSlashingArmor; } break; case DamageType.Stabbing: if (targetCharacter_.charEquipment.totalStabbingArmor > 0) { totalHeal -= targetCharacter_.charEquipment.totalStabbingArmor; } break; case DamageType.Crushing: if (targetCharacter_.charEquipment.totalCrushingArmor > 0) { totalHeal -= targetCharacter_.charEquipment.totalCrushingArmor; } break; case DamageType.Arcane: if (targetCharacter_.charEquipment.totalArcaneResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalArcaneResist; } break; case DamageType.Enchant: if (targetCharacter_.charEquipment.totalEnchantResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalEnchantResist; } break; case DamageType.Holy: if (targetCharacter_.charEquipment.totalHolyResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalHolyResist; } break; case DamageType.Dark: if (targetCharacter_.charEquipment.totalDarkResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalDarkResist; } break; case DamageType.Fire: if (targetCharacter_.charEquipment.totalFireResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalFireResist; } break; case DamageType.Water: if (targetCharacter_.charEquipment.totalWaterResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalWaterResist; } break; case DamageType.Electric: if (targetCharacter_.charEquipment.totalElectricResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalElectricResist; } break; case DamageType.Wind: if (targetCharacter_.charEquipment.totalWindResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalWindResist; } break; case DamageType.Stone: if (targetCharacter_.charEquipment.totalStoneResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalStoneResist; } break; case DamageType.Bleed: if (targetCharacter_.charEquipment.totalBleedResist > 0) { totalHeal -= targetCharacter_.charEquipment.totalBleedResist; } break; } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this effect or it affects all damage types if (threatPerk.damageTypeToThreaten == this.type || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(totalHeal, isCrit, false); } } } //Finding the combat tile that the target character is on CombatTile3D targetCharTile = CombatManager.globalReference.tileHandler.FindCharactersTile(targetCharacter_); //If the heal was negated completely if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display that no damage was healed CombatTile3D healedCharTile = CombatManager.globalReference.tileHandler.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, 0, this.type, healedCharTile, isCrit, true); } //Otherwise, the heal happens normally else { //Healing the damage to the effected character this.characterToEffect.charPhysState.HealCharacter(totalHeal); //Telling the combat manager to display the damage healed CombatTile3D healedCharTile = CombatManager.globalReference.tileHandler.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, totalHeal, this.type, healedCharTile, isCrit, true); //If the acting character is a player character, we need to increase the threat against them if (!this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //If this character DOESN'T have the EnemyCombatAI component, we increase the threat for the character who put this effect on if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies based on the amount healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, totalHeal + bonusThreat, true); } } } //Creating the visual effect for this effect GameObject targetCharModel = CombatManager.globalReference.characterHandler.GetCharacterModel(targetCharacter_); this.SpawnVisualAtLocation(targetCharModel.transform.localPosition, targetCharModel.transform); //Destroying this effect once everything is finished up Destroy(this.gameObject); }
//Function inherited from AttackAction.cs and called from CombatManager.cs so we can attack a target public override void PerformAction(CombatTile3D targetTile_) { //Calling the base function to start the cooldown time this.BeginActionCooldown(); //Reference to the character performing this attack Character actingChar = CombatManager.globalReference.initiativeHandler.actingCharacters[0]; //Reference to the character that's being attacked Character defendingChar; //Getting the tile that the acting character is on CombatTile3D actingCharTile = CombatManager.globalReference.tileHandler.FindCharactersTile(actingChar); GameObject charModel = CombatManager.globalReference.characterHandler.GetCharacterModel(actingChar); //Setting the direction the acting character faces this.SetDirectionFacing(targetTile_, actingCharTile, charModel); //Looping through and triggering all combat effects on the acting character that happen on attack foreach (Effect e in actingChar.charCombatStats.combatEffects) { e.EffectOnAttack(); //Checking to see if the character has died due to some effect. If so, we break the loop if (actingChar.charPhysState.currentHealth <= 0) { break; } } //Looping through and creating each of the launched projectiles for this attack Vector3 casterTile = CombatManager.globalReference.tileHandler.FindCharactersTile(CombatManager.globalReference.initiativeHandler.actingCharacters[0]).transform.position; foreach (ProjectileLauncher projectile in this.projectilesToLaunch) { GameObject newProjectile = GameObject.Instantiate(projectile.gameObject, casterTile, new Quaternion()); //Parenting the projectile to the combat manager canvas newProjectile.transform.SetParent(CombatManager.globalReference.transform); //Telling the projectile to start moving newProjectile.GetComponent <ProjectileLauncher>().StartTravelPath(casterTile, targetTile_.transform.position); } //Making sure there's a character on the targeted tile if (targetTile_.objectOnThisTile != null && targetTile_.objectOnThisTile.GetComponent <Character>()) { defendingChar = targetTile_.objectOnThisTile.GetComponent <Character>(); } //If there isn't a character on the tile, nothing happens because it misses anything it could hit else { //If there are no attack damage rolls (like if the attack was just to inflict an effect) the "Miss" text isn't shown if (this.damageDealt.Count > 0) { CombatManager.globalReference.uiHandler.DisplayMissedAttack(this.timeToCompleteAction, targetTile_); } //If the visual effect doesn't require a hit to be spawned, we create it at the target tile if (this.spawnVisualOnMiss && this.visualEffectOnHit != null) { GameObject visual = GameObject.Instantiate(this.visualEffectOnHit.gameObject, targetTile_.transform.position, new Quaternion(), CombatManager.globalReference.transform); } //Looping through each effect that this attack can apply to see if any don't require the attack to land foreach (AttackEffect efc in this.effectsOnHit) { //If the effect doesn't require the attack to land, it's triggered if (!efc.requireHit) { this.TriggerEffect(efc, targetTile_, actingChar); } } return; } //Before calculating damage, we need to find out if this attack hit. We start by rolling 1d100 to hit and adding this attack's accuracy bonus int hitRoll = this.FindAttackRoll(actingChar, defendingChar); //If the hit roll is still above 20%, they hit. If not, the attack misses if (hitRoll <= CombatManager.baseHitDC) { //If there are no attack damage rolls (like if the attack was just to inflict an effect) the "Miss" text isn't shown if (this.damageDealt.Count > 0) { //Miss CombatManager.globalReference.uiHandler.DisplayMissedAttack(this.timeToCompleteAction, targetTile_); } //If the visual effect doesn't require a hit to be spawned, we create it at the target tile if (this.spawnVisualOnMiss && this.visualEffectOnHit != null) { GameObject visual = GameObject.Instantiate(this.visualEffectOnHit.gameObject, targetTile_.transform.position, new Quaternion(), CombatManager.globalReference.transform); } //Looping through each effect that this attack can apply to see if any don't require the attack to land foreach (AttackEffect efc in this.effectsOnHit) { //If the effect doesn't require the attack to land, it's triggered if (!efc.requireHit) { this.TriggerEffect(efc, targetTile_, actingChar); } } //Giving the attacking character skill EXP for a miss this.GrantSkillEXP(actingChar, this.weaponSkillUsed, true); return; } //Giving the attacking character skill EXP for a hit this.GrantSkillEXP(actingChar, this.weaponSkillUsed, false); //Looping through for each time this action hits for (int h = 0; h < this.numberOfHits; ++h) { //Checking to see if this attack crits float critMultiplier = 1; //Set to 1 in case we don't crit so it won't change anything float critRoll = Random.Range(0, 1); bool isCrit = false; //Float for the bonus damage multiplier from perks float critMultiplierBoost = 0; //Looping through all of the acting character's perks to see if they have perks for crit chance or multiplier foreach (Perk charPerk in actingChar.charPerks.allPerks) { //If the current perk increases crit chance, we need to see if it applies to this attack if (charPerk.GetType() == typeof(CritChanceBoostPerk)) { CritChanceBoostPerk critPerk = charPerk.GetComponent <CritChanceBoostPerk>(); //If the perk applies to this attack's required skill check if (critPerk.boostAllSkills || critPerk.skillCritToBoost == this.weaponSkillUsed) { //If the perk applies to any kind of weapon size or the size requirement matches this action's required size, we increase the crit chance if (critPerk.noSizeRequirement || critPerk.weaponSizeRequirement == this.requiredWeaponHand) { critRoll -= critPerk.critChanceBoost; } } } //If the current perk increases crit damage multipliers, we see if it applies to this attack else if (charPerk.GetType() == typeof(CritMultiplierPerk)) { CritMultiplierPerk critPerk = charPerk.GetComponent <CritMultiplierPerk>(); //If the perk applies to this attack's required skill check if (critPerk.boostAllSkills || critPerk.skillCritToBoost == this.weaponSkillUsed) { //If the perk applies to any kind of weapon size or the size requirement matches this action's required size, we increase the crit chance if (critPerk.noSizeRequirement || critPerk.weaponSizeRequirement == this.requiredWeaponHand) { critMultiplierBoost += critPerk.critMultiplierBoost; } } } } //If the crit roll is below the crit chance, the attack crits and we change the multiplier if (critRoll < this.critChance) { critMultiplier = this.critMultiplier + critMultiplierBoost; isCrit = true; } //Dictionary for the total amount of damage for each type that will be dealt with this attack Dictionary <DamageType, int> damageTypeTotalDamage = new Dictionary <DamageType, int>(); //Dictionary for if all of the spell damage types for if the damage is completely negated Dictionary <DamageType, SpellResistTypes> spellResistDictionary = new Dictionary <DamageType, SpellResistTypes>(); //Initializing the dictionaries correctly this.InitializeDamageDictionaries(damageTypeTotalDamage, spellResistDictionary); //Getting the damage from the used weapon this.GetWeaponDamage(actingChar, damageTypeTotalDamage, h); //Looping through each damage type for this attack foreach (AttackDamage atk in this.damageDealt) { //Int to hold all of the damage for the current attack int atkDamage = 0; //Adding the base damage atkDamage += atk.baseDamage; //Looping through each individual die rolled for (int d = 0; d < atk.diceRolled; ++d) { //Finding the value rolled on the current die atkDamage += Random.Range(1, atk.diceSides); } //Multiplying the damage by the crit multiplier atkDamage = Mathf.RoundToInt(atkDamage * critMultiplier); //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in actingChar.charPerks.allPerks) { //If the perk boosts a damage type that's the same as this damage type, we boost it if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && atk.type == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { atkDamage += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(actingChar, isCrit, false, atk.type); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks foreach (Perk defPerk in defendingChar.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current damage type is the same as this spell resist perk if (resistPerk.typeToResist == atk.type) { //Checking to see if the damage is negated entirely if (resistPerk.negateAllDamage) { //If the resist type for this spell isn't on absorb, we can negate it. ALWAYS have preference to absorb because it heals if (spellResistDictionary[atk.type] != SpellResistTypes.Absorb) { spellResistDictionary[atk.type] = SpellResistTypes.Negate; } } //Checking to see if the damage is absorbed to heal the target else if (resistPerk.absorbDamage) { spellResistDictionary[atk.type] = SpellResistTypes.Absorb; //Applying the damage reduction so the defender isn't healed as much damageTypeTotalDamage[atk.type] -= resistPerk.GetSpellResistAmount(defendingChar, isCrit, false); } //Otherwise we just get the amount that it normally resists else { damageTypeTotalDamage[atk.type] -= resistPerk.GetSpellResistAmount(defendingChar, isCrit, false); } } } } //Adding the current attack's damage to the correct type damageTypeTotalDamage[atk.type] += atkDamage; } //Looping through the attacking character's perks to see if there's any bonus damage to add to this attack foreach (Perk charPerk in actingChar.charPerks.allPerks) { //If the perk is a damage boosting perk, we get the bonus damage from it if (charPerk.GetType() == typeof(SkillDamageBoostPerk)) { int perkDamage = charPerk.GetComponent <SkillDamageBoostPerk>().GetDamageBoostAmount(actingChar, isCrit, false); //Applying the perk's added damage to the correct damage type damageTypeTotalDamage[charPerk.GetComponent <SkillDamageBoostPerk>().damageBoostType] += perkDamage; } } //Subtracting the target's melee and spell damage resistance from our attack damage this.SubtractResistances(damageTypeTotalDamage, defendingChar); //Dealing damage to the target this.DealDamage(damageTypeTotalDamage, spellResistDictionary, defendingChar, targetTile_, isCrit); //Dealing threat to the target this.DealThreat(damageTypeTotalDamage, actingChar, defendingChar, isCrit); //Creating the visual effect at the target tile if it isn't null if (this.visualEffectOnHit != null) { GameObject visual = GameObject.Instantiate(this.visualEffectOnHit.gameObject, targetTile_.transform.position, new Quaternion(), CombatManager.globalReference.transform); } //Looping through each effect that this attack can cause and triggering them foreach (AttackEffect effect in this.effectsOnHit) { this.TriggerEffect(effect, targetTile_, actingChar); } } }
//Constructor function for this class public EnemyActionAndTile(Action enemyAct_, CombatTile3D targetTile_) { this.enemyActionToUse = enemyAct_; this.targetTile = targetTile_; }
//Function called whenever this effect deals damage private void DamageCharacter() { //Making sure the character isn't dead before dealing damage if (this.characterToEffect == null || this.characterToEffect.charPhysState.currentHealth <= 0) { return; } //Seeing if this effect will trigger float triggerRoll = Random.Range(0, 1); if (triggerRoll > this.chanceToTrigger) { //If we roll over the trigger chance, nothing happens and we don't tick return; } //Finding out how much damage we deal this tick int damageDealt = Mathf.RoundToInt(Random.Range(this.damagePerTickRange.x, this.damagePerTickRange.y)); //Finding out if we crit float critRoll = Random.Range(0, 1); bool didThisCrit = false; if (critRoll < this.critChance) { //If we crit this tick, the damage is multiplied damageDealt = damageDealt * this.critMultiplier; didThisCrit = true; } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.damageType == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { damageDealt += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(this.characterWhoTriggered, didThisCrit, true, this.damageType); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in this.characterToEffect.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current damage type is the same as this spell resist perk if (resistPerk.typeToResist == this.damageType) { //Checking to see if the damage is negated entirely if (resistPerk.negateAllDamage) { //If the resist type for this spell isn't on absorb, we can negate it. ALWAYS have preference to absorb because it heals if (magicResistType != SpellResistTypes.Absorb) { magicResistType = SpellResistTypes.Negate; } } //Checking to see if the damage is absorbed to heal the target else if (resistPerk.absorbDamage) { magicResistType = SpellResistTypes.Absorb; //Applying the damage reduction so the defender isn't healed as much damageDealt -= resistPerk.GetSpellResistAmount(this.characterToEffect, didThisCrit, false); } //Otherwise we just get the amount that it normally resists else { damageDealt -= resistPerk.GetSpellResistAmount(this.characterToEffect, didThisCrit, false); } } } } //Subtracting any magic resistance from the damage that we're trying to deal switch (this.damageType) { case DamageType.Arcane: damageDealt -= this.characterToEffect.charEquipment.totalArcaneResist; break; case DamageType.Enchant: damageDealt -= this.characterToEffect.charEquipment.totalEnchantResist; break; case DamageType.Holy: damageDealt -= this.characterToEffect.charEquipment.totalHolyResist; break; case DamageType.Dark: damageDealt -= this.characterToEffect.charEquipment.totalDarkResist; break; case DamageType.Fire: damageDealt -= this.characterToEffect.charEquipment.totalFireResist; break; case DamageType.Water: damageDealt -= this.characterToEffect.charEquipment.totalWaterResist; break; case DamageType.Electric: damageDealt -= this.characterToEffect.charEquipment.totalElectricResist; break; case DamageType.Wind: damageDealt -= this.characterToEffect.charEquipment.totalWindResist; break; case DamageType.Stone: damageDealt -= this.characterToEffect.charEquipment.totalStoneResist; break; } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this DoT or it affects all damage types if (threatPerk.damageTypeToThreaten == this.damageType || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(damageDealt, didThisCrit, true); } } } //If the damage was dealt normally if (magicResistType == SpellResistTypes.Normal) { //Dealing the damage to the effected character this.characterToEffect.charPhysState.DamageCharacter(damageDealt); //Telling the combat manager to display the damage dealt CombatTile3D damagedCharTile = CombatManager.globalReference.tileHandler.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, damageDealt, this.damageType, damagedCharTile, didThisCrit); //If this character has the EnemyCombatAI component, we increase the threat for the character who put this effect on if (this.characterToEffect.GetComponent <EnemyCombatAI_Basic>()) { //If the character who cast this effect is a player character, we make the enemies hate that character if (!this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //If the attack didn't crit if (!didThisCrit) { //Applying threat to the targeted character this.characterToEffect.GetComponent <EnemyCombatAI_Basic>().IncreaseThreat(this.characterWhoTriggered, damageDealt + bonusThreat); } //If the attack did crit, we boost threat against all enemies by 25% else { //Finding the bonus amount of threat that's applied to all enemies int boostedThreat = damageDealt + bonusThreat; boostedThreat = Mathf.RoundToInt(boostedThreat * 0.25f); CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, boostedThreat, true); //Applying the rest of the threat to the target character CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, this.characterToEffect, damageDealt + bonusThreat - boostedThreat, false); } } } } //If the damage was negated completely else if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display no damage dealt CombatTile3D damagedCharTile = CombatManager.globalReference.tileHandler.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, 0, this.damageType, damagedCharTile, didThisCrit); } //If the damage was absorbed and healed the character else if (magicResistType == SpellResistTypes.Absorb) { //Healing the damage to the effected character this.characterToEffect.charPhysState.HealCharacter(damageDealt); //Telling the combat manager to display the damage healed CombatTile3D damagedCharTile = CombatManager.globalReference.tileHandler.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, damageDealt, this.damageType, damagedCharTile, didThisCrit, true); //If the caster of this effect and the target are player characters, we increase the threat for the character who put this effect on them if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>() && !this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies for the amount that's healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, damageDealt + bonusThreat, true); } } //Creating the visual effect for this effect GameObject targetCharModel = CombatManager.globalReference.characterHandler.GetCharacterModel(this.characterToEffect); this.SpawnVisualAtLocation(targetCharModel.transform.localPosition, targetCharModel.transform); //If this effect isn't unlimited, we need to reduce the ticks remaining if (!this.unlimitedTicks) { this.ticksLeft -= 1; //If there are no more ticks left, this effect is over and the object is destroyed if (this.ticksLeft <= 0) { this.RemoveEffect(); } } }
//Pathfinding algorithm that uses Breadth First Search to check all directions equally. Returns the tile path taken to get to the target tile. public static List <CombatTile3D> BreadthFirstSearchCombat(CombatTile3D startingPoint_, CombatTile3D targetPoint_, bool avoidObjects_ = true, bool avoidCharacters_ = true) { //Creating the 2D list of tiles that will be returned List <CombatTile3D> tilePath = new List <CombatTile3D>(); //The list of path points that make up the frontier List <CombatTile3D> frontier = new List <CombatTile3D>(); //Adding the starting tile to the fronteir and making sure its previous point is cleared frontier.Add(startingPoint_); //The list of path points that have already been visited List <CombatTile3D> visitedPoints = new List <CombatTile3D>(); visitedPoints.Add(startingPoint_); startingPoint_.prevTile = null; startingPoint_.hasBeenChecked = true; //Loop through each path point until the frontier is empty while (frontier.Count != 0) { //Getting the reference to the next path point to check CombatTile3D currentPoint = frontier[0]; //If the current point is the path point we're looking for if (currentPoint == targetPoint_) { //If the target tile has nothing on it if (currentPoint.typeOnTile == TileObjectType.Nothing) { //Adding the current point's tile to the list of returned objects tilePath.Add(currentPoint); } //Creating a variable to hold the reference to the previous point CombatTile3D prev = currentPoint.prevTile; //Looping through the trail of points back to the starting point while (true) { //Adding the point's game object to the list of returned objects tilePath.Add(prev); //If the point isn't the starting point if (prev != startingPoint_) { //Setting the previous point to the next point in the path prev = prev.prevTile; } //If the point is the starting point else { //We break out of the loop break; } } //Reversing the list of path points since it's currently backward tilePath.Reverse(); //Exiting early since there's no reason to continue break; } //If the current point isn't the point we're looking for else { List <CombatTile3D> connectedTiles = new List <CombatTile3D>(4) { currentPoint.left, currentPoint.right, currentPoint.up, currentPoint.down }; //Looping through each path point that's connected to the current point foreach (CombatTile3D connection in connectedTiles) { if (connection != null) { //If the connected point hasn't been visited yet if (!connection.hasBeenChecked) { //Telling the connected point came from the current point we're checking connection.prevTile = currentPoint; CombatTile3D connectedCombatTile = connection.GetComponent <CombatTile3D>(); //If the connected tile isn't empty, we have to check it first if (connectedCombatTile.typeOnTile != TileObjectType.Nothing) { //Making sure that this type of movement can safely travel across the type of object on the tile if (connectedCombatTile == targetPoint_ || (connectedCombatTile.typeOnTile == TileObjectType.Object && !avoidObjects_) || (connectedCombatTile.typeOnTile == TileObjectType.Enemy && !avoidCharacters_) || (connectedCombatTile.typeOnTile == TileObjectType.Player && !avoidCharacters_)) { //Adding the connected point to the frontier and list of visited tiles frontier.Add(connectedCombatTile); } else { connectedCombatTile.prevTile = null; connectedCombatTile.hasBeenChecked = true; } } else { //Adding the connected point to the frontier and list of visited tiles frontier.Add(connectedCombatTile); } visitedPoints.Add(connectedCombatTile); //Marking the tile as already checked so that it isn't added again connection.hasBeenChecked = true; } } } //Adding the current point to the list of visited points and removing it from the frontier frontier.Remove(currentPoint); } } //Looping through all path points in the list of visited points to clear their data foreach (CombatTile3D point in visitedPoints) { point.ClearPathfinding(); } //Returning the completed list of tiles return(tilePath); }
//Function called from CombatActionPanelUI.cs. Returns all combat tiles within the given range of the starting tile public static List <CombatTile3D> FindTilesInActionRange(CombatTile3D startingTile_, int actionRange_, bool includeObstacleTiles_ = true, bool includeCharacterTiles_ = true) { //The list of combat tiles that are returned List <CombatTile3D> allTilesInRange = new List <CombatTile3D>(); //The list of each group of tiles in every range incriment. The index is the range List <List <CombatTile3D> > tilesInEachIncriment = new List <List <CombatTile3D> >(); //Creating the first range incriment which always includes the starting tile List <CombatTile3D> range0 = new List <CombatTile3D>() { startingTile_ }; range0[0].hasBeenChecked = true; tilesInEachIncriment.Add(range0); for (int r = 1; r <= actionRange_; ++r) { //Creating a new list of tiles for this range incriment List <CombatTile3D> newRange = new List <CombatTile3D>(); //Looping through each tile in the previous range foreach (CombatTile3D tile in tilesInEachIncriment[r - 1]) { List <CombatTile3D> connectedTiles = new List <CombatTile3D>() { tile.left, tile.right, tile.up, tile.down }; //Looping through each tile connected to the one we're checking foreach (CombatTile3D connection in connectedTiles) { //If the connected tile hasn't already been checked if (connection != null && !connection.hasBeenChecked) { //If we ignore obstacles OR if the the tile doesn't have obstacles on it if (connection.typeOnTile == TileObjectType.Nothing || (connection.typeOnTile == TileObjectType.Object && includeObstacleTiles_) || (connection.typeOnTile == TileObjectType.Player && includeCharacterTiles_) || (connection.typeOnTile == TileObjectType.Enemy && includeCharacterTiles_)) { //Adding the connected tile to this new range and marking it as checked newRange.Add(connection.GetComponent <CombatTile3D>()); } connection.hasBeenChecked = true; } } } //Adding this range incriment to the list tilesInEachIncriment.Add(newRange); } //Grouping all of the tiles into the list that is returned foreach (List <CombatTile3D> rangeList in tilesInEachIncriment) { foreach (CombatTile3D tile in rangeList) { allTilesInRange.Add(tile); //Resetting the tile to say it hasn't been checked tile.hasBeenChecked = false; } } return(allTilesInRange); }
//Function that is overrided by inheriting classes and called from the CombatManager to use this ability public virtual void PerformAction(CombatTile3D targetTile_) { //Nothing here because the inheriting classes act differently }
//Function called every frame private void Update() { //If we should be animating this character moving from tile to tile if (this.moveCharacter) { //Increasing the total time that's passed this.currentTimePassed += Time.deltaTime; GameObject charModel = CombatManager.globalReference.characterHandler.GetCharacterModel(this.actingCharacter); //If enough time has passed that we've moved one more tile further. We progress the acting character one more tile along the movement path if (this.currentTimePassed >= this.timeToCompleteAction) { //Increasing the index for the number of tiles moved this.currentNumTilesMoved += 1; //Resetting the current movement time this.currentTimePassed = 0; //Moving the character sprite to the new tile position charModel.transform.position = this.movementPath[this.currentNumTilesMoved].transform.position; //Removing the acting character from the tile they're on CombatManager.globalReference.tileHandler.combatTileGrid[this.actingCharacter.charCombatStats.gridPositionCol][this.actingCharacter.charCombatStats.gridPositionRow].SetObjectOnTile(null, TileObjectType.Nothing); //Once the time has passed for this tile, the selected character's position is updated this.actingCharacter.charCombatStats.gridPositionCol = this.movementPath[this.currentNumTilesMoved].col; this.actingCharacter.charCombatStats.gridPositionRow = this.movementPath[this.currentNumTilesMoved].row; CombatManager.globalReference.tileHandler.combatTileGrid[this.actingCharacter.charCombatStats.gridPositionCol][this.actingCharacter.charCombatStats.gridPositionRow].SetObjectOnTile(this.actingCharacter.gameObject, TileObjectType.Player); //Looping through and triggering all effects on the moving character that happen during movement foreach (Effect e in this.actingCharacter.charCombatStats.combatEffects) { e.EffectOnMove(); //Checking to see if the acting character has died due to some effect if (this.actingCharacter.GetComponent <PhysicalState>().currentHealth <= 0) { //Clearing the movement path tiles for (int t = this.currentNumTilesMoved; t < this.movementPath.Count; ++t) { this.movementPath[t].SetTileColor(this.movementPath[t].unusedColor); } //This game object is destroyed Destroy(this.gameObject); break; } } //If we've moved through all of the tiles on the movement path, this object is destroyed if (this.currentNumTilesMoved + 1 == this.movementPath.Count) { //Setting the character's combat sprite to a stationary position directly on the last tile in our movement path CombatManager.globalReference.characterHandler.GetCharacterModel(this.actingCharacter).transform.position = this.movementPath[this.movementPath.Count - 1].transform.position; Destroy(this.gameObject); } } //Otherwise we interpolate the character's model to move between tiles else { //Interpolating this character model between the tiles they're moving from and moving to Vector3 startPos = this.movementPath[this.currentNumTilesMoved].transform.position; Vector3 endPos = this.movementPath[this.currentNumTilesMoved + 1].transform.position; float interpPercent = this.currentTimePassed / this.timeToCompleteAction; Vector3 interpPos = (endPos - startPos) * interpPercent; interpPos += startPos; charModel.transform.position = interpPos; //Rotating the model to face the tile they're moving to Vector3 targetPos = this.movementPath[this.currentNumTilesMoved + 1].transform.position; targetPos.y = charModel.transform.position.y; charModel.transform.LookAt(targetPos); } } //If there are tiles in the movement path and the mouse is hovering over a combat tile else if (this.movementPath.Count > 0 && CombatTile3D.mouseOverTile != null) { CombatTile3D lastPathTile = this.movementPath[this.movementPath.Count - 1]; List <CombatTile3D> connectedTiles = new List <CombatTile3D>() { lastPathTile.left, lastPathTile.right, lastPathTile.up, lastPathTile.down }; //If the tile that the mouse is over is connected to the last tile in the current movement path if (connectedTiles.Contains(CombatTile3D.mouseOverTile) && this.movementPath.Count <= this.range) { //If the tile that the mouse is over isn't already in the movement path and this type of movement allows the user to ignore obstacles if (!this.movementPath.Contains(CombatTile3D.mouseOverTile)) { //If the tile has no object on it OR if there is an object and the movement action ignores objects if (CombatTile3D.mouseOverTile.typeOnTile == TileObjectType.Nothing || (CombatTile3D.mouseOverTile.typeOnTile == TileObjectType.Object && this.ignoreObstacles) || ((CombatTile3D.mouseOverTile.typeOnTile == TileObjectType.Enemy || CombatTile3D.mouseOverTile.typeOnTile == TileObjectType.Player) && this.ignoreEnemies)) { this.movementPath.Add(CombatTile3D.mouseOverTile); CombatTile3D.mouseOverTile.HighlightTile(true, true); } } //If the tile that the mouse is over IS already in the movement path and isn't the most recent tile else { //Removing all tiles in the movement path that come after this one int indexOfPrevTile = this.movementPath.IndexOf(CombatTile3D.mouseOverTile) + 1; for (int t = indexOfPrevTile; t < this.movementPath.Count;) { this.movementPath[t].HighlightTile(false); this.movementPath[t].SetTileColor(Color.white); this.movementPath.RemoveAt(t); } } } //If the tile that the mouse is over is NOT connected to the last tile in the current movement path but is still in the path else if (this.movementPath.Contains(CombatTile3D.mouseOverTile)) { //Removing all tiles in the movement path that come after this one int indexOfPrevTile = this.movementPath.IndexOf(CombatTile3D.mouseOverTile) + 1; for (int t = indexOfPrevTile; t < this.movementPath.Count;) { this.movementPath[t].HighlightTile(false); this.movementPath[t].SetTileColor(Color.white); this.movementPath.RemoveAt(t); } } //If the tile that the mouse is over is neither on the movement path or on a tile connected to it else { //Making sure the tile that the mouse is over is within this action's range if (CombatTile3D.mouseOverTile.inActionRange) { //Looping through all of the tiles currently in the movement path and clearing them for (int p = 1; p < this.movementPath.Count; ++p) { this.movementPath[p].HighlightTile(false); this.movementPath[p].SetTileColor(Color.white); } //Use the breadth first search algorithm to find the path to this tile from the player List <CombatTile3D> newPath = PathfindingAlgorithms.BreadthFirstSearchCombat(this.movementPath[0], CombatTile3D.mouseOverTile, this.ignoreObstacles, this.ignoreEnemies); if (newPath.Count > 0) { this.movementPath = newPath; } //Looping through each tile that's now in the movement path and coloring it in for (int t = 1; t < this.movementPath.Count; ++t) { this.movementPath[t].HighlightTile(true, true); } } } } }
//Function called externally from the buttons on the action panel. Tells the combat manager to hilight an action's range public void SelectActionAtIndex(int actionIndex_) { //Clearing all tile highlights before we highlight different ones CombatManager.globalReference.tileHandler.ClearTileHilights(); //Getting a reference to the character that's currently acting Character actingCharacter = CombatManager.globalReference.initiativeHandler.actingCharacters[0]; //Finding out which tile the acting character is on CombatTile3D actingCharsTile = CombatManager.globalReference.tileHandler.FindCharactersTile(actingCharacter); //If the currently selected action is a move action, we need to clear tile highlights along its movement path if (this.selectedAction != null && this.selectedAction.GetComponent <MoveAction>()) { this.selectedAction.GetComponent <MoveAction>().ClearMovePathHighlights(); } //Destroying the game object that holds the currently selected action if (this.selectedAction != null) { Destroy(this.selectedAction.gameObject); } //Creating an instance of the newly selected action prefab object GameObject actionObj = null; //Finding the range of the action based on the button hit int actionRange = 0; switch (this.actionTypeShown) { case ActionType.Major: actionRange = actingCharacter.charActionList.majorActions[actionIndex_].range; actionObj = GameObject.Instantiate(actingCharacter.charActionList.majorActions[actionIndex_].gameObject); //this.selectedAction = actingCharacter.charActionList.standardActions[actionIndex_]; break; case ActionType.Minor: actionRange = actingCharacter.charActionList.minorActions[actionIndex_].range; actionObj = GameObject.Instantiate(actingCharacter.charActionList.minorActions[actionIndex_].gameObject); break; case ActionType.Fast: actionRange = actingCharacter.charActionList.fastActions[actionIndex_].range; actionObj = GameObject.Instantiate(actingCharacter.charActionList.fastActions[actionIndex_].gameObject); break; case ActionType.Massive: actionRange = actingCharacter.charActionList.massiveActions[actionIndex_].range; actionObj = GameObject.Instantiate(actingCharacter.charActionList.massiveActions[actionIndex_].gameObject); break; } //Getting the action component reference from the created action object this.selectedAction = actionObj.GetComponent <Action>(); //Finding out which tiles need to be hilighted if this action isn't a move action List <CombatTile3D> tilesToHighlight; //List<CombatTile3D> tilesToCheckForCharacters = new List<CombatTile3D>(); if (!this.selectedAction.GetComponent <MoveAction>()) { tilesToHighlight = PathfindingAlgorithms.FindTilesInActionRange(actingCharsTile, actionRange, false, true); //tilesToCheckForCharacters = tilesToHighlight; } //If this action is a move action, we have to find the selected tiles based on environment obstacles else { MoveAction ourMoveAct = this.selectedAction.GetComponent <MoveAction>(); //Looping through all of the acting character's perks to see if there are any movement boost perks int rangeModifier = 0; foreach (Perk charPerk in actingCharacter.charPerks.allPerks) { //If the current perk is a movement boost perk that applies to this movement's action type, we apply the number of added spaces if (charPerk.GetType() == typeof(MovementBoostPerk) && ourMoveAct.type == charPerk.GetComponent <MovementBoostPerk>().actionTypeToBoost) { rangeModifier += charPerk.GetComponent <MovementBoostPerk>().addedMovementSpaces; } } //Highlighting all tiles in range tilesToHighlight = PathfindingAlgorithms.FindTilesInActionRange(actingCharsTile, actionRange + rangeModifier, ourMoveAct.ignoreObstacles, false); //Debug.Log("Getting tiles to check for characters"); //tilesToCheckForCharacters = PathfindingAlgorithms.FindTilesInActionRange(actingCharsTile, actionRange + rangeModifier + 1); } //Looping through all tiles in range and hilighting them foreach (CombatTile3D tile in tilesToHighlight) { tile.inActionRange = true; tile.HighlightTile(false); } //Displays the action's details this.UpdateActionDetailsPanel(); }
//Function called from PathfindingAlgorithms to clear the variables used in this class public void ClearPathfinding() { this.prevTile = null; this.hasBeenChecked = false; }