Пример #1
0
 public UnitModel(string name, UnitCharacteristics characteristics, string weaponName, string unitName)
 {
     Name            = name;
     Characteristics = characteristics;
     WeaponName      = weaponName;
     UnitName        = unitName;
 }
    public static void CreateUnitCharAsset()
    {
        UnitCharacteristics newUnitChar = ScriptableObject.CreateInstance <UnitCharacteristics> ();

        AssetDatabase.CreateAsset(newUnitChar, "Assets/NewScriptableObject.asset");
        AssetDatabase.SaveAssets();

        EditorUtility.FocusProjectWindow();
        Selection.activeObject = newUnitChar;
    }
    public NonPlayableCharacter(string name, UnitCharacteristics characteristics, Weapon weapon, Unit unit)
    {
        Name                 = name;
        Characteristics      = characteristics;
        Weapon               = weapon;
        Unit                 = (Bot)unit;
        Unit.Characteristics = Characteristics;
        Unit.Character       = this;

        //Unit.UpdateCharacteristics();
    }
Пример #4
0
 public BuildUnit(
     UnitCharacteristics characteristics, 
     EntityController.Faction faction, 
     EffectsController effectsController, 
     BaseUnitController.UpdateCharacteristics updateCharacteristics, 
     BaseUnitController.Death updateDeath, 
     BaraksModel.SetUpdeteCharacteristicsDelegate setUpdeteCharacteristicsDelegate,
     Action deleteVisualEffect )
     : base(characteristics, 
         faction, 
         effectsController, 
         updateCharacteristics, 
         updateDeath, 
         setUpdeteCharacteristicsDelegate,
         deleteVisualEffect)
 {
 }
Пример #5
0
 public BaseUnit( 
     UnitCharacteristics characteristics, 
     EntityController.Faction faction, 
     EffectsController effectsController, 
     BaseUnitController.UpdateCharacteristics updateCharacteristics, 
     BaseUnitController.Death updateDeath,
     BaraksModel.SetUpdeteCharacteristicsDelegate setUpdeteCharacteristicsDelegate, Action deleteVisualEffect )
 {
     this.deleteVisualEffect = deleteVisualEffect;
     this.setUpdeteCharacteristicsDelegate = setUpdeteCharacteristicsDelegate;
     setUpdeteCharacteristicsDelegate( UpdateBaseCharacteristics, false );
     updateCharacteristicsDelegate = updateCharacteristics;
     this.updateDeath = updateDeath;
     baseCharacteristics = characteristics;
     currentHp = baseCharacteristics.hp;
     this.faction = faction;
     this.effectsController = effectsController;
     UpdateCharacteristics( baseCharacteristics );
 }
Пример #6
0
 public HeroUnit( string name, 
     UnitCharacteristics characteristics, 
     Spell[] spells, 
     EntityController.Faction faction, 
     EffectsController effectsController, 
     BaseUnitController.UpdateCharacteristics updateCharacteristics, 
     BaseUnitController.Death updateDeath, 
     HeroUnitController.LevelUpEffectDelegate 
     levelUpEffect, BaraksModel.SetUpdeteCharacteristicsDelegate setUpdeteCharacteristicsDelegate, Action deleteVisualEffect )
     : base(characteristics, 
         faction, 
         effectsController, 
         updateCharacteristics, 
         updateDeath, 
         setUpdeteCharacteristicsDelegate, deleteVisualEffect)
 {
     this.spells = spells;
     this.levelUpEffect = levelUpEffect;
 }
Пример #7
0
    public void Start()
    {
        Character        = new Character();
        Character.Player = this;

        Character.Inventory           = new Inventory();
        Character.Inventory.Character = Character;

        Character.Parameters = new Parameters();
        Characteristics      = new UnitCharacteristics(150, 0, 0, 1, 0, 0, 6);
        Status = new Status();

        Character.Inventory.InitializeEquipment();

        Weapon weapon = Data.GetWeapon("Longsword");

        //weapon.Props.HitEffects.Add(new WeaponModificator("extra damage", 10, WeaponModificators.ExtraDamage));
        Character.Inventory.ChangeWeapon(weapon);

        /*Character.Inventory.ChangeArmor(Data.GetArmor("Platemail"));
         * Character.Inventory.ChangeArmor(Data.GetArmor("Plate leggins"));
         * Character.Inventory.ChangeArmor(Data.GetArmor("Sabatons"));
         *
         * Character.Inventory.Items.Add(Data.GetArmor("Boots"));
         * Character.Inventory.Items.Add(Data.GetWeapon("Halberd"));
         * Character.Inventory.Items.Add(Data.GetArmor("Stockings"));
         * Character.Inventory.Items.Add(Data.GetArmor("Rich shoes"));
         * Character.Inventory.Items.Add(Data.GetArmor("Simple pants"));
         * Character.Inventory.Items.Add(Data.GetArmor("Brigandine"));
         * Character.Inventory.Items.Add(Data.GetArmor("Armet"));*/

        Character.Inventory.ChangeArmor(Data.GetArmor("Mercenary armor"));
        Character.Inventory.ChangeArmor(Data.GetArmor("Mercenary pants"));
        Character.Inventory.ChangeArmor(Data.GetArmor("Mercenary hat"));

        Character.Inventory.Items.Add(Data.GetArmor("Platemail"));
        Character.Inventory.Items.Add(Data.GetArmor("Plate leggins"));
        Character.Inventory.Items.Add(Data.GetArmor("Sabatons"));
        Character.Inventory.Items.Add(Data.GetArmor("Armet"));

        UpdateCharacteristics();
    }
Пример #8
0
        public static UnitCharacteristics operator +( UnitCharacteristics first, UnitCharacteristics second )
        {
            UnitCharacteristics temp = new UnitCharacteristics();

            temp.hp = first.hp + second.hp;
            temp.armor = first.armor + second.armor;
            temp.attackSpeed = first.attackSpeed + second.attackSpeed;
            temp.attackSpeed = first.attackSpeed + second.attackSpeed;
            temp.speed = first.speed + second.speed;
            temp.attackRange = first.attackRange + second.attackRange;

            return temp;
        }
Пример #9
0
 protected void UpdateBaseCharacteristics( UnitCharacteristics characteristics )
 {
     baseCharacteristics = characteristics;
     UpdateAppliedEffects();
 }
Пример #10
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 public virtual void UpdateCharacteristics( UnitCharacteristics characteristics )
 {
     currentCharacteristics = characteristics;
     updateCharacteristicsDelegate( currentCharacteristics, GetInfluence() );
 }