public void setType(CharacterMovement.charAttacks attackType) { switch (attackType) { //added title, image, and description case CharacterMovement.charAttacks.normal: type = dieMovement.dieType.regular; numDie = 0; for (int i = 0; i < 5; ++i) { statEffects[i] = 0; } break; case CharacterMovement.charAttacks.pierce: type = dieMovement.dieType.pierce; numDie = 0; for (int i = 0; i < 5; ++i) { statEffects[i] = 0; } break; case CharacterMovement.charAttacks.flurry: type = dieMovement.dieType.regular; numDie = 2; for (int i = 0; i < 5; ++i) { statEffects[i] = 0; } break; } }
public void SetDie(int num, dieMovement.dieType t) { if (isFighting) { int left = 0; int right = 0; if (isLeftAttacker) { left = num + playerChar.attack; right = oppChar.defense; } else { left = num + playerChar.defense; right = oppChar.attack; } for (int i = 0; i < left; ++i) { leftDice.Add(blueDie.Pop()); leftDice[i].transform.rotation = leftSpawn.transform.rotation; leftDice[i].GetComponent <dieMovement>().type = t; leftDice[i].transform.localPosition = new Vector3(Mathf.Floor(i / 2) * 0.55f, (i % 2) * 0.55f, 0.0f); leftDice[i].SetActive(true); } for (int i = 0; i < right; ++i) { rightDice.Add(redDie.Pop()); rightDice[i].transform.rotation = rightSpawn.transform.rotation; rightDice[i].GetComponent <dieMovement>().type = dieMovement.dieType.regular; rightDice[i].transform.localPosition = new Vector3(Mathf.Floor(i / 2) * 0.55f, (i % 2) * 0.55f, 0.0f); rightDice[i].SetActive(true); } } }
public Vector3 addDie(GameObject die, int value, dieMovement.dieType type) { switch (type) { case dieMovement.dieType.regular: switch (value) { case 1: //attack case 2: case 3: return(addAttack(value, die)); case 4: //defense case 5: case 6: return(addDefense(value, die)); } break; case dieMovement.dieType.pierce: default: switch (value) { case 1: case 2: case 3: case 4: return(addAttack(value, die)); case 5: case 6: return(addDefense(value, die)); } break; } return(Vector3.zero); }