public void loadCharacter(unitScript u, bool ally = true) { if (ally) { unit = u; } Transform characterPanel = transform; Transform statPannel = characterPanel.Find(ally?"StatPanel":"EnemyStatPanel"); UnityEngine.UI.Text nameText = statPannel.Find("Name").GetComponent <UnityEngine.UI.Text>(); nameText.text = u.getName(); statPannel.FindChild("Image").GetComponent <Image>().sprite = u.getPortrait(); var strengthText = statPannel.Find("Strength").GetComponent <UnityEngine.UI.Text>(); strengthText.text = u.getStrength().ToString(); var skillText = statPannel.Find("Skill").GetComponent <UnityEngine.UI.Text>(); skillText.text = u.getSkill().ToString(); var speedText = statPannel.Find("Speed").GetComponent <UnityEngine.UI.Text>(); speedText.text = u.getSpeed().ToString(); var smartsText = statPannel.Find("Smarts").GetComponent <UnityEngine.UI.Text>(); smartsText.text = u.getSmarts().ToString(); loadHealth(u.getHealth(), u.getMaxHealth(), statPannel); if (ally) { if (unit.doorsWithinRange.Count > 0) { transform.FindChild("CharacterPanel").FindChild("DoorButton").GetComponent <Button>().interactable = true; } else { transform.FindChild("CharacterPanel").FindChild("DoorButton").GetComponent <Button>().interactable = false; } } loadWeaponData(u, ally); }
protected bool MeleeAttack(unitScript unit, unitScript clickedUnit, bool initialAttack = true) { // Check attack can occur if (unit.getCurrentWeapon().type == WeaponType.ranged || unit == null || clickedUnit == null) { return(false); } float distance = Vector2.Distance(unit.GetComponent <GridItem>().getPos(), clickedUnit.GetComponent <GridItem>().getPos()); if (!(unit.getCurrentWeapon().type == WeaponType.melee) || distance > ((MeleeWeapon)unit.getCurrentWeapon()).range) { return(false); } // Given it can roll the dice float roll = UnityEngine.Random.Range(0.0f, 1.0f); float chanceToHit = meleeChanceToHit(unit, clickedUnit); print(roll + " " + chanceToHit); if (roll < chanceToHit) { clickedUnit.takeDamage(unit.getStrength() + unit.getCurrentWeapon().damage); } else { clickedUnit.displayMiss(); } unit.activateAttack(); if (initialAttack && clickedUnit.getStrikeback() == false) { bool result = MeleeAttack(clickedUnit, unit, false); if (result) { clickedUnit.useStrikeback(); } } return(true); }