Пример #1
0
 void OnTriggerEnter2D(Collider2D col)
 {
     if (col.tag == "Enemy")
     {
         CreatureBehavior striked = col.gameObject.GetComponent <CreatureBehavior>();
         striked.TakeDamage(pStats.damage);
         Destroy(this.gameObject);
     }
 }
Пример #2
0
    void Start()
    {
        creatureMotor = GetComponent <CreatureMotor>();

        creatureAI = GetComponent <CreatureAI>();

        behavior = creatureAI.creature.creatureBehavior;

        creatureHealth = creatureAI.creature.creatureHealth;
    }
Пример #3
0
        /// <summary>
        /// Resolves the pending actions
        /// </summary>
        private void ResolvePendingActions()
        {
            var playerController = PlayerController.LocalPlayer;

            // Go through the action stack
            while (this.ActionStack.Count > 0)
            {
                var curIntent = this.ActionStack.Pop();
                CreatureBehavior curCreature = null;

                // Grab the current target creature if applicable
                if (curIntent.TargetId >= Settings.MaxPlayerCount &&
                    ((curIntent.TargetId - Settings.MaxPlayerCount) < CreatureBehavior.Creatures.Count))
                {
                    curCreature = CreatureBehavior.Creatures[curIntent.TargetId];
                }

                // Grab the corresponding playerState

                switch (curIntent.Intent)
                {
                case IntentEnum.PassTurn:
                    continue;

                case IntentEnum.Counter:
                    this.ActionStack.Pop();
                    continue;

                case IntentEnum.BuffCreatureAttack:
                    // Search through creatures and buff attack
                    if (curCreature == null)
                    {
                        Debug.Log("Error: Null creature when trying to buff attack!");
                        continue;
                    }

                    var creatures = PlayerStateManager.CurrentInstance.PlayerStates[curCreature.TargetCreature.OwnerUserId].Creatures;
                    for (int i = 0; i < creatures.Count; i++)
                    {
                        if (creatures[i].CreatureId == curCreature.TargetCreature.CreatureId)
                        {
                            var newCreature = creatures[i];
                            newCreature.BuffAttack(curIntent.Card);
                            creatures.RemoveAt(i);
                            creatures.Insert(i, newCreature);

                            // Discard
                            PlayerStateManager.CurrentInstance.PlayerStates[curIntent.IssuingPlayerId].PlayerHand.Remove(curIntent.Card);
                        }
                    }
                    break;

                case IntentEnum.BuffCreatureDefense:
                    // Search through creatures and buff defense
                    if (curCreature == null)
                    {
                        Debug.Log("Error: Null creature when trying to buff defense!");
                        continue;
                    }

                    creatures = PlayerStateManager.CurrentInstance.PlayerStates[curCreature.TargetCreature.OwnerUserId].Creatures;
                    for (int i = 0; i < creatures.Count; i++)
                    {
                        if (creatures[i].CreatureId == curCreature.TargetCreature.CreatureId)
                        {
                            var newCreature = creatures[i];
                            newCreature.BuffDefense(curIntent.Card);
                            creatures.RemoveAt(i);
                            creatures.Insert(i, newCreature);

                            // Discard
                            PlayerStateManager.CurrentInstance.PlayerStates[curIntent.IssuingPlayerId].PlayerHand.Remove(curIntent.Card);
                        }
                    }
                    break;
                }
            }

            // Re-render creature area
            TurnManager.CurrentInstance.Render();
            this.Render();
            playerController.MyPlayerState.Displayer.RenderAll();
            playerController.EnemyPlayerState.Displayer.RenderAll();
        }