Пример #1
0
    // Use this for initialization
    public void Init(int _level)
    {
        player      = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject;
        playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>();

        e_spriteManager = GetComponent <SpriteManager>();
        // set default equipments(will be moved to savefile)
        e_spriteManager.SetHeadEquip(SpriteManager.S_Wardrobe.HEADP_NULL);
        e_spriteManager.SetTopEquip(SpriteManager.S_Wardrobe.TOP_NULL);
        e_spriteManager.SetBottomEquip(SpriteManager.S_Wardrobe.BOTTOM_NULL);
        e_spriteManager.SetShoesEquip(SpriteManager.S_Wardrobe.SHOES_NULL);
        e_spriteManager.SetWeaponEquip(SpriteManager.S_Weapon.DAGGER);

        chasingTimer = 4f;
        maxSpeed     = 5f;

        // Setting Skeleton Initial State as IDLE.
        skeletonState           = EnemySkeletonState.IDLE;
        enemyToPatrolTimer      = 5f;
        canCountDownPatrolTimer = false;
        canPatrol = false;
        // Setting the range for Enemy State to be CHASE.
        enemyChaseRange = 5f;
        // Setting the range for Enemy State to be ATTACk.
        enemyAttackRange        = 1f;
        enemyAttackTimer        = 1f;
        canCountDownAttackTimer = false;
        canAttack = false;

        //Initialize Stats from the leveling system
        enemyLevel     = _level;
        levelingSystem = GetComponent <LevelingSystem>();
        levelingSystem.Init(this, false);
    }
Пример #2
0
    void Start()
    {
        levelingSystem = new LevelingSystem();
        battleSystem   = new BattleSystem(this, battleCanvas);
        actionSystem   = new ActionSystem(this);

        Player aragorn = new Aragorn();
        Player kvothe  = new Kvothe();
        Player netero  = new Netero();
        Player tyrande = new Tyrande();

        aragorn.addExperience(200000f);
        kvothe.addExperience(200000f);
        netero.addExperience(200000f);
        tyrande.addExperience(200000f);


        aragorn.sprite = aragornSprite;
        kvothe.sprite  = kvotheSprite;
        netero.sprite  = neteroSprite;
        tyrande.sprite = tyrandeSprite;

        teamPlayer = new List <Entity> {
            aragorn, kvothe, netero, tyrande
        };

        strategies = new List <BattleStrategy> {
            new EasyStrategy(), new NormalStrategy()
        };
        soundSystem = gameObject.GetComponent <SoundSystem> ();
        soundSystem.playAmbientSound();
    }
Пример #3
0
    /* Initializing of Stats */
    void Start()
    {
        /* Stats will be updated accordingly with the leveling system with function <LevelingSystem.Update()> */
        levelingSystem = GetComponent <LevelingSystem>();
        levelingSystem.Init(this, true);


        LevelingEffect = GameObject.FindGameObjectWithTag("Holder").GetComponent <StructureObjectHolder>().LevelUpEffect;
    }
Пример #4
0
        public async Task RemoveXp(SocketGuildUser user, uint amount)
        {
            LevelingSystem.GiveUserXp(user, (SocketTextChannel)Context.Channel, (uint)-amount);

            await Task.Delay(500);

            await Context.Channel.SendMessageAsync(
                $"**{user.Username}** had {amount} xp removed. They are now have {UserAccountsManager.GetAccount(user).Xp} xp in total.");
        }
Пример #5
0
    private void Awake()
    {
        levelingSystem = FindObjectOfType <LevelingSystem>();
        GameObject plane = GameObject.FindGameObjectWithTag("LevelFloor");

        planeSize = plane.GetComponent <MeshRenderer>().bounds.size;
        xScale    = GameObject.FindGameObjectWithTag("LevelBase").transform.localScale.x;
        zScale    = GameObject.FindGameObjectWithTag("LevelBase").transform.localScale.z;

        xBoundry = (planeSize.x / 2) - (250 * xScale);
        zBoundry = (planeSize.z / 2) - (250 * zScale);


        Debug.Log(planeSize.x * -1);
    }
        public static bool CanLevelUp(StatObject stat)
        {
            if (stat.Level >= stat.MaxLevel)
            {
                return(false);
            }

            if (!XP_Handler.DoesHaveLevelUp(stat.XP, stat.XPToNextLevel))
            {
                return(false);
            }

            LevelingSystem.PlayLevelUpSound();
            return(true);
        }
Пример #7
0
    // Use this for initialization
    public void Init(int _level)
    {
        m_playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>();

        m_level        = _level;
        levelingSystem = GetComponent <LevelingSystem>();
        levelingSystem.Init(this, false);

        /* Initialize State Machine with its states */
        m_StateMachine = new StateMachine();
        m_StateMachine.AddState(new StateBossIdle("StateIdle", gameObject));
        m_StateMachine.AddState(new StateBossAttack("StateAttack", gameObject));
        m_StateMachine.AddState(new StateBossRage("StateRage", gameObject));
        m_StateMachine.SetNextState("StateIdle");

        dead = false;
    }
Пример #8
0
    void Start()
    {
        player      = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject;
        playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>();

        maxSpeed    = 30f;
        followTimer = 2f;

        // The amount of HP that a Pet will use to heal Player.
        addPlayerHP       = 20f;
        HealCoolDownTimer = 10f;
        SpriteRenderTimer = 3f;
        HasPetHeal        = false;
        CanHealCoolDown   = false;
        CanActivateSprite = false;

        // Pet Recovery State
        CanPetRecover   = false;
        HasPetRecover   = false;
        PetRecoverTimer = 20f;

        // Pet current state to be GUARD.
        petState = PetState.FOLLOW;
        // Setting the range for Pet State to be GUARD.
        PetGuardRange = 1f;
        // Setting the range for Pet to heal the Player.
        PetHealRange = 2.5f;
        // Setting the range for Pet State to be TELEPORT.
        PetFollowRange = 5f;
        HasPetTeleport = false;
        // Setting the range for Pet to ATTACK.
        PetAttackRange = 1f;
        HasPetAttack   = false;

        //Initialize Stats from the leveling system
        levelingSystem = GetComponent <LevelingSystem>();
        levelingSystem.Init(this, false);

        // Ignore Collision between Player and Pet.
        Physics2D.IgnoreCollision(GetComponent <Collider2D>(), player.GetComponent <Collider2D>());
    }
Пример #9
0
 public void Init()
 {
     m_LevelingSystem = GetComponent <LevelingSystem>();
     m_LevelingSystem.Init(this, false);
 }
Пример #10
0
 private void Awake()
 {
     levelingSystem = FindObjectOfType <LevelingSystem>();
 }
Пример #11
0
 private void Awake()
 {
     levelingSystem = FindObjectOfType <LevelingSystem>();
     gameController = FindObjectOfType <GameController>();
 }
Пример #12
0
 void Start()
 {
     bite = GetComponent<BiteScript>();
     trail = transform.parent.gameObject.GetComponent<Trail>();
     levelingSystem = GameObject.FindObjectOfType<LevelingSystem>();
 }
Пример #13
0
 public async Task BlacklistChannel(InteractionContext ctx,
                                    [Choice("add", "add")]
                                    [Choice("remove", "remove")]
                                    [Option("option", "option")] string option,
                                    [Option("channel", "channel")] DiscordChannel channel) => await LevelingSystem.EditBlacklist(ctx, option, channel);
Пример #14
0
    void Start()
    {
        if(isRemote == false) {
            bite = GetComponent<BiteScript>();
            trail = transform.parent.gameObject.GetComponent<Trail>();
            levelingSystem = GameObject.FindObjectOfType<LevelingSystem>();
        }

        BenchmarkController benchmarker = BenchmarkController.instance;
        if(benchmarker != null) {
            benchmarker.SettleSnakeHead(this);
        }
    }
Пример #15
0
        public Task ReactionAdded(Cacheable <IUserMessage, ulong> cache, ISocketMessageChannel channel,
                                  SocketReaction reaction)
        {
            try
            {
                SocketGuildUser user = (SocketGuildUser)reaction.User;

                //Make sure user isn't null
                if (user == null)
                {
                    return(Task.CompletedTask);
                }

                //Make sure the user isn't a bot as well
                if (user.IsBot)
                {
                    return(Task.CompletedTask);
                }

                //Something happened, make sure the message ID isn't 0, this is just in case
                if (reaction.MessageId == 0)
                {
                    return(Task.CompletedTask);
                }

                SocketGuild guild  = ((SocketGuildChannel)channel).Guild;
                ServerList  server = ServerListsManager.GetServer(guild);

                //If the message the user reacted to is the rules message
                if (reaction.MessageId == server.RuleMessageId && server.RuleEnabled)
                {
                    if (reaction.Emote.Name != server.RuleReactionEmoji)                     //Check to make sure it is the right emoji
                    {
                        return(Task.CompletedTask);
                    }

                    //Add the role
                    SocketRole role = RoleUtils.GetGuildRole(guild, server.RuleRoleId);
                    user.AddRoleAsync(role);

                    return(Task.CompletedTask);
                }

                //If this message is a vote
                if (server.GetVote(reaction.MessageId) != null)
                {
                    Vote vote = server.GetVote(reaction.MessageId);
                    if (reaction.Emote.Name == vote.YesEmoji)
                    {
                        vote.YesCount++;
                    }
                    else if (reaction.Emote.Name == vote.NoEmoji)
                    {
                        vote.NoCount++;
                    }

                    ServerListsManager.SaveServerList();

                    return(Task.CompletedTask);
                }

                //So the reaction wasn't anything important, so add some XP to the user
                LevelingSystem.GiveUserXp(user, (SocketTextChannel)reaction.Channel, 5);
            }
            catch (Exception ex)
            {
                Logger.Error("An error occured while managing reaction added event! {@Exception}", ex);
            }

            return(Task.CompletedTask);
        }
Пример #16
0
 private void Start()
 {
     Player         = FindObjectOfType <PlayerController>();
     Time.timeScale = 1f;
     levelingSystem = FindObjectOfType <LevelingSystem>();
 }
Пример #17
0
 public async Task BlacklistView(InteractionContext ctx) => await LevelingSystem.ViewBlacklist(ctx);
Пример #18
0
 void Start()
 {
     system = FindObjectOfType<LevelingSystem>();
     snake = FindObjectOfType<SnakeController>();
     checkNExecuteDeactivationCondition();
 }
Пример #19
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 public async Task ResetLevel(InteractionContext ctx,
                              [Option("user", "the user")] DiscordUser user) => await LevelingSystem.ResetLevel(ctx, user);
Пример #20
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 public async Task AddLevelRole(InteractionContext ctx,
                                [Option("role", "role to give")] DiscordRole role, [Option("level", "level to give role at")]  long level) => await LevelingSystem.EditLevelRole(ctx, role, level);
Пример #21
0
 private void AddExp(int currentSafeZoneIdx)
 {
     _playerManager.CharacterController.AddExp(LevelingSystem.CalculateExp(currentSafeZoneIdx,
                                                                           _controlRLR.CurrentLevel, GameControl.GameState.SetDifficulty,
                                                                           GameControl.GameState.SetGameMode));
 }