//should only be used for a player team
    public void CacheActiveSodaScriptReferences()
    {
        numMembersUsingCustomSodaScript = 0;

        for (int i = 0; i < members.Count; i++)
        {
            members[i].activeSodaScript = SodaScript.GetPremadeScript(SodaScript.SCRIPT_DEFAULT_PLAYER);
        }
    }
Пример #2
0
    private List <CharacterData[]> pendingCharacterTransformations; //this is NOT for transmuting. this is for when a character "dies" and turns into another

    public BattleManager(Adventure inAdventure)
    {
        adventure = inAdventure;

        curFile = SaveFile.GetSaveFile();

        charactersInBattle              = new List <CharacterData>();
        turnQueue                       = new List <CharacterData>();
        currentSkillResults             = new List <SkillResult>();
        currentDeadCharacters           = new List <CharacterData>();
        pendingCharacterTransformations = new List <CharacterData[]>();

        cachedSkillCommand = new SkillCommand();

        stepsInATurn = new List <Action>();
        stepsInATurn.Add(EnactPendingCharacterTransformations);
        stepsInATurn.Add(BeginTurn);
        stepsInATurn.Add(CheckForRegenProc);
        stepsInATurn.Add(ActivateNextCharacter);
        stepsInATurn.Add(RequestActiveCharacterInput);
        stepsInATurn.Add(ResolveActiveSkillCommand);
        stepsInATurn.Add(CleanupActiveSkillCommand);
        stepsInATurn.Add(DeactivateActiveCharacter);
        stepsInATurn.Add(CheckForStatusProc);
        stepsInATurn.Add(CheckForDeaths);
        stepsInATurn.Add(EarnLootForDeadEnemies);
        stepsInATurn.Add(EndTurn);
        stepsInATurn.Add(CheckForPlayerTeamRevive);
        stepsInATurn.Add(CheckForBattleEnd);
        stepsInATurn.Add(Repeat);


        defaultEnemyScript = SodaScript.GetPremadeScript(SodaScript.SCRIPT_DEFAULT_ENEMY);

        playerTeamHasRevivedOnceThisTrip = false;
    }