示例#1
0
 private void Update()
 {
     if (isValid)
     {
         OnValidEnergy(AbilityManager.GetEnergy() >= ability.GetCost());
     }
 }
        public void OnSelectAbility(GameObject butObj)
        {
            int newID = 0;

            for (int i = 0; i < abilityItemList.Count; i++)
            {
                if (butObj == abilityItemList[i].buttonObj)
                {
                    newID = i;        break;
                }
            }

            int abilityID = AbilityManager.GetSelectID();

            if (newID == abilityID)
            {
                return;
            }

            abilityItemList[newID].selectHighlight.SetActive(true);
            abilityItemList[newID].button.interactable = false;


            abilityItemList[abilityID].selectHighlight.SetActive(false);
            abilityItemList[abilityID].button.interactable = true;

            AbilityManager.Select(newID);
        }
示例#3
0
    public override void Act(AbilityManager manager)
    {
        target.GetComponent <CharacterStats>().stats.TakeDamage(amount);
        damaged.Add(target);

        //if target's collider is touching others, they take damage too
        foreach (var enemy in target.GetComponent <HitboxCollision>().touching)
        {
            if (!damaged.Contains(enemy) && !enemy.GetComponent <CharacterStats>().stats.dead)
            {
                enemy.GetComponent <CharacterStats>().stats.TakeDamage(amount);
                damaged.Add(enemy);
            }

            // and enemies they touch
            foreach (var e in enemy.GetComponent <HitboxCollision>().touching)
            {
                if (!damaged.Contains(e) && !e.GetComponent <CharacterStats>().stats.dead)
                {
                    e.GetComponent <CharacterStats>().stats.TakeDamage(amount);
                    damaged.Add(e);
                }
            }
        }

        foreach (var enemy in damaged)
        {
            if (!target.GetComponent <CharacterStats>().stats.dead)
            {
                enemy.GetComponent <StateController>().CauseAggro();
            }
        }

        damaged.Clear();
    }
    // Update
    void OnHeroSwitch(GameObject hero, GameObject reciever = null)
    {
        _heroAbilities = hero.GetComponent <AbilityManager>();
        _heroStats     = hero.GetComponent <BasicStatManager>();

        // Setup ability ui
        if (_heroAbilities != null)
        {
            Ability1UI.Enable();
            Ability2UI.Enable();
            Ability1UI.SetUIElements(_heroAbilities.Ability1.AbilityName, _heroAbilities.Ability1.UISprite);
            Ability2UI.SetUIElements(_heroAbilities.Ability2.AbilityName, _heroAbilities.Ability2.UISprite);
        }
        else
        {
            Ability1UI.Disable();
            Ability2UI.Disable();
        }

        if (_heroStats != null)
        {
            HeroNameText.text = _heroStats.name;
        }
        // Move marker to current hero
    }
示例#5
0
 void OnUpdateEnergy(float val)
 {
     if (val >= AbilityManager.GetMaximumEnergy())
     {
         PlayEnergyFullSound();
     }
 }
示例#6
0
    public void Init()
    {
        if (isInit == true)
        {
            return;
        }
        isInit = true;

        thisTransform = this.transform;
        AIBase        = thisTransform.GetComponent <AIBase>();
        health        = thisTransform.GetComponent <Health>();
        if (abilityManager == null)
        {
            abilityManager = GameObject.FindGameObjectWithTag("AbilityManager").GetComponent <AbilityManager>();
        }

        for (int i = 0; i < abilityNames.Length; i++)
        {
            abilityIndexes.Add(abilityManager.GetAbilityIndex(abilityNames[i]));
        }

        for (int i = 0; i < abilityIndexes.Count; i++)
        {
            InitAbility(abilityIndexes[i]); //kan ju inte bara init denna coz det är ett kinda abstrakt värde, init ska ske på denna unitspellhandlern själv
        }
        Reset();
        AIBase.LoadValidSpellIndexes(); //viktigt att denne kallar, AIbase klarar ju inte av det själv :/ men den hinner inte fixa alla abilitylistor innan den vill retrieva annars
    }
示例#7
0
 void Start()
 {
     instance = GetComponent <AbilityManager>();
     SetAbil(Ability0);
     SetAbil(Ability1);
     SetAbil(Ability2);
 }
示例#8
0
    private void Start()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else if (Instance != this)
        {
            Destroy(gameObject);
        }

        _abilityIcons = new Dictionary <string, Sprite>
        {
            { "bash", BashIcon },
            { "knockback", KnockBackIcon },
            { "stab", StabIcon },
            { "divine aid", DivineAidIcon },
            { "spin web", SpinWebIcon }
        };

        if (_abilityMap == null)
        {
            PrepareAbilityMap();
        }
    }
示例#9
0
    public static void loadDataFile()
    {
        AbilityManager.clearList();
        List <Ability> tempAbilityList;

        using (Stream stream = File.Open("Assets/Resources/Data/Abilities", FileMode.Open))
        {
            var binaryFormatter = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();
            abilityList.Clear();
            tempAbilityList = (List <Ability>)binaryFormatter.Deserialize(stream);
            stream.Close();
        }

        string tempInternalName;
        string tempName;
        string tempDesc;

        foreach (Ability ability in tempAbilityList)
        {
            tempInternalName = System.Text.Encoding.UTF8.GetString(System.Convert.FromBase64String(ability.internalName));
            tempName         = System.Text.Encoding.UTF8.GetString(System.Convert.FromBase64String(ability.name));
            tempDesc         = System.Text.Encoding.UTF8.GetString(System.Convert.FromBase64String(ability.description));
            abilityList.Add(new Ability(tempInternalName, tempName, tempDesc));
        }
    }
示例#10
0
        // AnimLib Ability Packet structure:
        //
        // 1 or 2 bytes Mod_Count
        // foreach Mod_Count:
        //   X bytes Mod_Name
        //   1 or 2 bytes Ability_Count
        //   foreach Ability_Count:
        //     1 or 2 bytes Ability_ID
        //     [ Remaining handled by Ability[AbilityID].Read()/.Write() ]
        internal override void HandlePacket(BinaryReader reader, int fromWho)
        {
            AnimPlayer fromPlayer = Main.player[fromWho].GetModPlayer <AnimPlayer>();
            int        modCount   = reader.ReadLowestCast(ModNet.NetModCount);

            for (int i = 0; i < modCount; i++)
            {
                Mod            mod     = ModLoader.GetMod(reader.ReadString());
                AbilityManager manager = fromPlayer.characters[mod].abilityManager;
                if (manager is null)
                {
                    continue;
                }
                int abilityCount = reader.ReadLowestCast(manager.abilityArray.Length);
                for (int j = 0; j < abilityCount; j++)
                {
                    int     abilityId = reader.ReadLowestCast(manager.abilityArray.Length);
                    Ability ability   = manager[abilityId];
                    ability.PreReadPacket(reader);
                }
            }

            if (Main.netMode == NetmodeID.Server)
            {
                SendPacket(-1, fromWho);
            }
        }
示例#11
0
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
    public void ExecuteAttack(CharacterManager attacker, CharacterManager defender)
    {
        if (!defender.isDead())
        {
            double damage = GameLogicManager.CalculateDamage(attacker, defender);
            defender.ApplyDamage(damage);

            // check abilities that trigger on attack
            AbilityManager.CheckTriggeredAbilitiesActivation(TriggeredTriggerType.OnInflictedAttack, attacker, defender);
            AbilityManager.CheckTriggeredAbilitiesActivation(TriggeredTriggerType.OnReceivedAttack, defender, attacker);

            if (defender.isDead())
            {
                // check abilities that trigger on death
                AbilityManager.CheckTriggeredAbilitiesActivation(TriggeredTriggerType.OnKill, attacker, defender);
                AbilityManager.CheckTriggeredAbilitiesActivation(TriggeredTriggerType.OnDeath, defender, attacker);

                // check again in case of resurrection
                if (defender.isDead())
                {
                    Kill(defender);
                }
            }

            if (defender.gameObject.CompareTag("Player"))
            {
                UpdateHealthBar();
            }
        }
    }
示例#13
0
    /// <summary>
    /// Plugin initialization
    /// </summary>
    public void Initialize()
    {
        Debug.Log("Initializing Mod");

        AbilityManager abilityManager = Manager.GetAbilityManager();

        abilityManager.GetAbilityNamesAndIDs(out abilityIds, out abilityNames);
        Debug.Log("Number of Abilities: " + abilityIds.Length.ToString());

        abilityManager.m_AbilityData.Add(new ModdedAbilityHijack.AbilityData(999));

        var field = typeof(AbilityManager).GetField("__ALLAbilityData", BindingFlags.NonPublic | BindingFlags.GetField | BindingFlags.Instance);

        field.SetValue(abilityManager, null);

        abilityManager.GetAbilityNamesAndIDs(out abilityIds, out abilityNames);
        Debug.Log("Number of Abilities after Patch: " + abilityIds.Length.ToString());

        string output = "";

        for (int i = 0; i < abilityIds.Length; i++)
        {
            output += abilityIds[i] + ": " + abilityNames[i] + "\n";
        }
        Debug.Log(output);

        // TODO log all ability data
    }
示例#14
0
    public void Use()
    {
        base.Use();
        int id;

        if (OffenseBoost.Instance.isActive)
        {
            id = Random.Range(1, 4);
        }
        else if (DefenseBoost.Instance.isActive)
        {
            id = Random.Range(4, 7);
        }
        else
        {
            id = Random.Range(1, GemFactory.instance.MaxGemIndex);
        }

        Debug.Log("Collecting:" + id);
        for (int i = 0; i < Board.Size; i++)
        {
            for (int j = 0; j < Board.Size; j++)
            {
                if (Board.Instance.boardData[i, j] == id)
                {
                    Board.Instance.board[i, j].Pop();
                }
            }
        }
        AbilityManager.LaunchAbilities();
        Board.Instance.FillBoard();
    }
示例#15
0
        public PlayState(GameWindow Window, SpriteBatch spriteBatch, Character player, NetworkManager networkManager, PlayerManager playerManager) : base(Window)
        {
            this.spriteBatch = spriteBatch;
            if (player is Wizard)
            {
                this.player = (Wizard)player;
            }
            else if (player is Ogre)
            {
                this.player = (Ogre)player;
            }
            else if (player is Huntress)
            {
                this.player = (Huntress)player;
            }
            else if (player is Knight)
            {
                this.player = (Knight)player;
            }
            else if (player is TimeTraveler)
            {
                this.player = (TimeTraveler)player;
            }
            currentLevel = CreateNewLevel();

            this.networkManager = networkManager;


            this.playerManager         = playerManager;
            playerManager.ClientPlayer = player;
            playerManager.Level        = currentLevel;
            abilityManager             = new AbilityManager(networkManager, playerManager);

            userInterfaceManagerHealth = new UserInterfaceManagerHealth(Window, playerManager);
        }
示例#16
0
    void Start()
    {
        spriteRenderer               = GetComponent <SpriteRenderer>();
        controller                   = GetComponent <Controller2D>();
        animator                     = GetComponent <Animator>();
        abilityManager               = GetComponent <AbilityManager>();
        gravity                      = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); // This is some physics formula :)
        maxJumpVelocity              = Mathf.Abs(gravity * timeToJumpApex);
        minJumpVelocity              = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);
        controller.OnEnemyCollision += OnEnemyCollision;

        // TODO: Update enemies list on Update method but with Enumerator on every 1-2 seconds
        // TODO: We may not need to update the list on every frame but just to find the new closest enemy.
        // TODO: The update for the list entries must be done via message when new enemy dies or spawns.
        Enemies = GameObject.FindGameObjectsWithTag("Enemy").ToList();

        foreach (GameObject enemy in Enemies)
        {
            Enemy enemyComponent = enemy.GetComponent <Enemy>();
            enemyComponent.OnDeath += OnEnemyDeath;
        }

        //Currently not working.Find a way to fix this or use mouse targeting
        StartCoroutine(FindClosestEnemy());
    }
示例#17
0
文件: Player.cs 项目: nzhul/ritual
	void Start()
	{
		spriteRenderer = GetComponent<SpriteRenderer>();
		controller = GetComponent<Controller2D>();
		animator = GetComponent<Animator>();
		abilityManager = GetComponent<AbilityManager>();
		gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); // This is some physics formula :)
		maxJumpVelocity = Mathf.Abs(gravity * timeToJumpApex);
		minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);
		controller.OnEnemyCollision += OnEnemyCollision;
		controller.OnCollectableCollision += OnCollectableCollision;

		// TODO: Update enemies list on Update method but with Enumerator on every 1-2 seconds
		// TODO: We may not need to update the list on every frame but just to find the new closest enemy.
		// TODO: The update for the list entries must be done via message when new enemy dies or spawns.
		Enemies = GameObject.FindGameObjectsWithTag("Enemy").ToList();

		foreach (GameObject enemy in Enemies)
		{
			Enemy enemyComponent = enemy.GetComponent<Enemy>();
			enemyComponent.OnDeath += OnEnemyDeath;
		}

		// Currently not working. Find a way to fix this or use mouse targeting
		//StartCoroutine(FindClosestEnemy());
	}
示例#18
0
 public void Setup()
 {
     _abilityManager   = new AbilityManager();
     _characterManager = new CharacterManager(@"E:\Dev\Kaerber.MUD\Assets", _abilityManager);
     _userManager      = new UserManager(@"E:\Dev\Kaerber.MUD\Assets\players", _characterManager);
     UnityConfigurator.Configure();
 }
示例#19
0
        void Update()
        {
            if (!initiated || !GameControl.EnableAbility())
            {
                return;
            }


            if (singleButton)
            {
                Ability ability = AbilityManager.GetAbilityList()[AbilityManager.GetSelectID()];

                buttonList[0].label.text          = ability.currentCD <= 0 ? "" : ability.currentCD.ToString("f1") + "s";
                buttonList[0].button.interactable = ability.IsReady() == "" ? true : false;
            }
            else
            {
                List <Ability> abilityList = AbilityManager.GetAbilityList();

                for (int i = 0; i < buttonList.Count; i++)
                {
                    //Debug.Log(i);
                    buttonList[i].label.text          = abilityList[i].currentCD <= 0 ? "" : abilityList[i].currentCD.ToString("f1") + "s";
                    buttonList[i].button.interactable = abilityList[i].IsReady() == "" ? true : false;
                }
            }
        }
示例#20
0
    protected override void Start()
    {
        //GameManager.RegisterEntity(this);
        stats = new StatCollection(statTemplate);

        Controller = GetComponent <Controller2D>();
        MyAnimator = GetComponentInChildren <Animator>();

        deckManager = GetComponentInChildren <AbilityDeckManager>();
        deckManager.Initialize(this);

        inateAbiliites = GetComponentInChildren <AbilityManager>();
        inateAbiliites.Initialize(this);

        inventory = GetComponentInChildren <Inventory>();
        inventory.Initialize();

        //AbilityManager2 = GetComponent<AbilityManager2>();
        //AbilityManager2.Initialize(MyAnimator, controller);


        wallStickTimer = new Timer(wallStickTime, true, UnStickFromWall);

        gravity         = -(2 * maxJumpheight) / Mathf.Pow(timeToJumpApex, 2);
        maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
        minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);
    }
示例#21
0
    IEnumerator DunkJump_C()
    {
        if (playerController)
        {
            playerController.DisableInput();
        }
        passController.DisableBallReception();
        ChangeState(DunkState.Jumping);
        pawnController.Freeze();
        if ((int)AbilityManager.GetAbilityLevel(ConcernedAbility.Dunk) > 0)         //If ability "Dunk" is upgraded
        {
            AttractEnemies();
        }

        Vector3 i_startPosition = transform.position;
        Vector3 i_endPosition   = i_startPosition + Vector3.up * dunkJumpHeight + transform.forward * dunkJumpLength;

        for (float i = 0; i < dunkJumpDuration; i += Time.deltaTime)
        {
            transform.position = Vector3.Lerp(i_startPosition, i_endPosition, i / dunkJumpDuration);
            yield return(new WaitForEndOfFrame());
        }

        transform.position = i_endPosition;
    }
示例#22
0
文件: Main.cs 项目: Joshuahelmle/BotA
        // public override Composite RestBehavior { get { return new ActionRunCoroutine(o => R.Rest.Rotation()); } }



        public override void Initialize()
        {
            try
            {
                this.MyCurrentSpec = Me.Specialization;
                HotKeyManager.RegisterHotKeys();
                GlobalSettings.Instance.Init();
                SettingsManager.Init();
                AbilityManager.ReloadAbilities();

                Log.Combat("--------------------------------------------------");
                Log.Combat(Name);
                Log.Combat(string.Format("You are a Level {0} {1} {2}", Me.Level, Me.Race, Me.Class));
                Log.Combat(string.Format("Current Specialization: {0}", this.MyCurrentSpec.ToString().Replace("Rogue", string.Empty)));
                Log.Combat(string.Format("Current Profile: {0}", GlobalSettings.Instance.LastUsedProfile));
                Log.Combat(string.Format("{0} abilities loaded", AbilityManager.Instance.Abilities.Count));
                Log.Combat("--------------------------------------------------");
                HotKeyManager.RegisterHotKeys();
                // DiminishingReturnManager.Instance.Init();
            }
            catch (Exception ex)
            {
                Log.Gui(string.Format("Error Initializing Blade of the Assassin Combat Routine: {0}", ex));
            }
        }
示例#23
0
 void Awake()
 {
     unitPathFinding = GetComponent <UnitPathFinding> ();
     buffer          = GetComponent <ActionBuffer> ();
     aManager        = GetComponent <AbilityManager> ();
     rangeState      = RangeFromPlayer.OUTOFRANGE;
 }
    /// <summary>
    /// Saves the game.
    /// </summary>
    public void SaveGame()
    {
        var save = new SaveGame();

        if (HeroManager != null)
        {
            HeroManager.Save(ref save);
        }
        if (AbilityManager != null)
        {
            AbilityManager.Save(ref save);
        }
        if (RosterManager != null)
        {
            RosterManager.Save(ref save);
        }
        if (InventoryManager != null)
        {
            InventoryManager.Save(ref save);
        }
        if (WorldManager != null)
        {
            WorldManager.Save(ref save);
        }
        save.LastRewardTime = lastRewardTime;
        save.IsFilled       = true;

        SaveGameManager.SaveGame(save);
    }
示例#25
0
        public override void Initialize()
        {
            try
            {
                MyCurrentSpec = Me.Specialization;

                GlobalSettingsManager.Instance.Init();
                AbilityManager.ReloadAbilities();
                AbilityChainsManager.Init();
                ItemManager.LoadDataSet();

                Events = new Events();

                Log.Combat("--------------------------------------------------");
                Log.Combat(Name);
                Log.Combat(string.Format("You are a Level {0} {1} {2}", Me.Level, Me.Race, Me.Class));
                Log.Combat(string.Format("Current Specialization: {0}",
                                         MyCurrentSpec.ToString().Replace("Druid", string.Empty)));
                Log.Combat(string.Format("Current Profile: {0}", GlobalSettingsManager.Instance.LastUsedProfile));
                Log.Combat(string.Format("{0} abilities loaded", AbilityManager.Instance.Abilities.Count));
                Log.Combat(string.Format("{0} conditional use items loaded ({1} enabled)", ItemManager.Items.Count,
                                         ItemManager.Items.Count(o => o.Enabled)));
                Log.Combat("--------------------------------------------------");

                AbilityChainsManager.LoadDataSet();

                SettingsManager.Instance.LogDump();
            }
            catch (Exception ex)
            {
                Log.Gui(string.Format("Error Initializing Paws Combat Routine: {0}", ex));
            }
        }
示例#26
0
    // Use this for initialization
    void Start()
    {
        //denna ordningen är ganska viktig
        teamHandler    = GameObject.FindGameObjectWithTag("TeamHandler").GetComponent <TeamHandler>();
        selector       = GameObject.FindGameObjectWithTag("PlayerHandler").GetComponent <Selector>();
        builder        = GameObject.FindGameObjectWithTag("PlayerHandler").GetComponent <Builder>();
        enemyHandler   = GameObject.FindGameObjectWithTag("EnemyHandler").GetComponent <EnemyHandler>();
        abilityManager = GameObject.FindGameObjectWithTag("AbilityManager").GetComponent <AbilityManager>();

        teamHandler.Init();
        selector.Init();
        builder.Init();
        enemyHandler.Init();
        abilityManager.Init();

        Health[] healths = (Health[])FindObjectsOfType(typeof(Health));
        for (int i = 0; i < healths.Length; i++)
        {
            healths[i].Init();
        }
        AIBase[] aiBases = (AIBase[])FindObjectsOfType(typeof(AIBase));
        for (int i = 0; i < aiBases.Length; i++)
        {
            aiBases[i].Init();
        }
        UnitSpellHandler[] unitSH = (UnitSpellHandler[])FindObjectsOfType(typeof(UnitSpellHandler));
        for (int i = 0; i < unitSH.Length; i++)
        {
            unitSH[i].Init();
        }
    }
示例#27
0
 public AbilityManagerTest()
 {
     AbilityManager = new AbilityManager();
     this.Engine.AddActor(AbilityManager);
     TurnManager = new TurnManager();
     this.Engine.AddActor(TurnManager);
 }
示例#28
0
    public bool CanUse(AbilityManager manager)
    {
        if (Time.time > lastCalled + cooldown)
        {
            if (InRange(manager))
            {
                if (cost <= manager.stats.stats.currentAP)
                {
                    lastCalled = Time.time;

                    Debug.Log(animationTrigger + " Performed");

                    return(true);
                }
            }
            else
            {
                Debug.Log(animationTrigger + " Out of range");
                return(false);
            }
        }
        else
        {
            Debug.Log(animationTrigger + " on Cooldown");
        }
        return(false);
    }
示例#29
0
 private void GetAbilityManager()
 {
     if (!abilityManager)
     {
         abilityManager = FindObjectOfType <Hero>().abilityManager;
     }
 }
示例#30
0
    public override void Start()
    {
        healthBar = UIManager.I.healthBar;
        energyBar = UIManager.I.energyBar;


        attributes = GameManager.I.attributes;

        health = baseHealth + baseHealth * GameManager.I.costHolder.GetStatAsMultiplier(AttributeType.HEALTH);

        base.Start();
        facingDirection = Vector2.down;

        if (abilityManager == null)
        {
            abilityManager = GetComponentInChildren <AbilityManager>();
        }

        speed = normalSpeed;

        soundController = GetComponent <SoundController>();

        path = GetComponent <Pathfinding.AIPath>();

        MoveToPosition((Vector2)transform.position + Vector2.down * 3);

        energyBar.BuildHealtBar(maxEnergy, false);
        StartCoroutine(energyBar.FillAmount(energy / maxEnergy, false));
    }
示例#31
0
    void Start()
    {
        //ropeRender.enabled = true;
        //render.enabled = true;

        abiMan = GameObject.FindGameObjectWithTag("GameController").GetComponent <AbilityManager>();
    }
示例#32
0
	// Use this for initialization
	public void Start () {
		//Debug.Log ("START FROM ABILITY");
		caster = this.transform.parent.gameObject;
		//Debug.Log (caster);
		mouseS = GameObject.Find("Main Camera").GetComponent<Mouse> ();
		aMan = GameObject.Find("AbilityManager").GetComponent<AbilityManager> ();
		guiScript = GameObject.Find ("SpawnGUI").GetComponent<UserInterfaceGUI> ();
	}
示例#33
0
    public override void Use()
    {
        am = GameObject.FindObjectOfType<AbilityManager>();
        White = am.White;

        //Get a list of all ninja monkeys on the field who haven't used their effect
        NinjaMonkeys = GameObject.FindObjectsOfType<TowerScript>().Where(n => n.TowerType == TowerType.Ted).Where(n => !n.EffectUsed);

        am.JohnCena();
        am.StartACoroutine(ShakeCamera());
        am.StartACoroutine(Run());
    }
示例#34
0
 /// <summary>
 /// Contrutor sem parametro
 /// </summary>
 public RPGCustomCharacter()
 {
     this.name = "";
     this.typeClass = new Class();
     this.level = new ExperienceLevel();
     this.life = new Life();
     this.damage = new Damage();
     this.armor = new Armor();
     this.attributes = new Attributes();
     this.inventory = new Inventory();
     this.abilityManager = new AbilityManager();
     this.effects = new List<Effect>();
     this.level = new ExperienceLevel();
 }
示例#35
0
	//handle progression of entity, attributes, and resources
    public void Awake() {
        attr = new FloatRange(0);
        attr.SetModifier("Mod1", FloatModifier.Value(1));
        attr.SetModifier("Mod2", FloatModifier.Value(3));
        attr.SetModifier("Mod3", FloatModifier.Value(6));
        attr2 = new FloatRange(0);
        attr2.SetModifier("Mod1", FloatModifier.Value(5));
        attr2.SetModifier("Mod2", FloatModifier.Percent(0.2f));
        attr2.SetModifier("Mod3", FloatModifier.Value(5));

        resourceManager = new ResourceManager(this);
        statusManager = new StatusEffectManager(this);
        abilityManager = new AbilityManager(this);
		emitter = new EventEmitter();
        EntityManager.Instance.Register(this);
        //gameObject.layer = LayerMask.NameToLayer("Entity");
    }
示例#36
0
	//TO DO
	//double click/control click for selection of all units of same type.
	
	// Update is called once per frame
	void Update () {

		if(!AbilityManagerFound){
			FindAbilityManager = GameObject.Find("AbilityManager");
			if(FindAbilityManager != null){
				aMan = GameObject.Find("AbilityManager").GetComponent<AbilityManager> ();
			} 
		}
		if(FindAbilityManager){
			if (aMan.isTargetingAbility) {
				return;		
			}
			
			if (Input.GetMouseButtonDown (0)) {
				startClick = Input.mousePosition;
				
				if(GUIUtility.hotControl == 0){ //Check if there is a GUI Element under the mouse. If not, continue with the Raycasting.
					Vector3 mPos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
					RaycastHit hit;
					if (Physics.Raycast (Camera.main.ScreenPointToRay (Input.mousePosition), out hit, 100f)) { //check if anything is hit.
						
						LayerMask layermaskB = (1 << 10);
						LayerMask layermaskU = (1 << 12);
						if (Physics.Raycast (Camera.main.ScreenPointToRay (Input.mousePosition), out hit, 100f, layermaskB)) {	//check if it is a building that was clicked on
							//Debug.Log ("CLICKED ON BUILDING " + hit.transform.name); 
							
							if (!ShiftKeyDown ()){ //allowing multiple units and buildings to be selected if shift is held. And deselects other things if shift is not held.
								ClearBuildingSelections ();
								ClearUnitSelections();
							}
							
							Building buildingScript = hit.transform.GetComponent<Building> ();
							
							if(ShiftKeyDown() && buildingsSelected.Count > 0 && buildingScript.isSelected){ //if shift, and the building is already selected, deselect it
								RemoveBuildingSelection(buildingScript);
							}
							else{
								AddBuildingSelection(buildingScript); //otherwise, select it
							}
						}
						
						else if(Physics.Raycast (Camera.main.ScreenPointToRay (Input.mousePosition), out hit, 100f, layermaskU)){//check if it is a unit that was clicked on
							//Debug.Log ("CLICKED ON UNIT " + hit.transform.name);
							
							if (!ShiftKeyDown ()){ //allowing multiple units and buildings to be selected if shift is held.
								ClearBuildingSelections ();
								ClearUnitSelections();
							}
							
							Unit unitScript = hit.transform.GetComponent<Unit> (); //if so, say it is selected.
							
							if(ShiftKeyDown() && unitsSelected.Count > 0 && unitScript.isSelected){ //if shift, and the building is already selected, deselect it
								RemoveUnitSelection(unitScript);
							}
							else{
								AddUnitSelection(unitScript); //otherwise, select it
							}
							
							
						}
						
						else { //if nothing was clicked on. Deselect everything.
							if(!ShiftKeyDown()) {
								ClearBuildingSelections ();
								ClearUnitSelections();
							}
						}
						
					}
				}
			}
			
			else if(Input.GetMouseButtonUp(0)){ //resetting selection rectangle if mousebutton is released
				startClick = -Vector3.one;
			}
			
			if (Input.GetMouseButton (0)) { //Creating selection rectangle
				selection = new Rect(startClick.x, InvertMouseY(startClick.y),Input.mousePosition.x - startClick.x, InvertMouseY(Input.mousePosition.y) - InvertMouseY(startClick.y));	
				
				if(selection.width < 0){
					selection.x += selection.width;
					selection.width = -selection.width;
				}
				if(selection.height < 0){
					selection.y += selection.height;
					selection.height = -selection.height;
				}
				
			}
			
			if (Input.GetMouseButtonDown (1)) { //If right click
				if(buildingsSelected.Count > 0){
					foreach(Building b in buildingsSelected){
						if(b.isUnitBuilding){
							Vector3 temp = Camera.main.ScreenToWorldPoint (Input.mousePosition);
							temp.z = -1;
							b.SetWaypoint(temp);
						}
					}
				}
			}
		}



	} //end Update
示例#37
0
 void Start()
 {
     _currentSource = 0.0f;
     _refreshDarkness = false;
     _refreshTimer = 5.0f;
     _playerMovement = GetComponent<PlayerMovement>();
     _abilityManager = GetComponent<AbilityManager>();
     _playerHealth = GetComponent<Health>();
 }
示例#38
0
文件: Entity.cs 项目: jpd5367/CMPS427
    public void Awake()
    {
        inventory = new Inventory(); // LoadInventory();
        abilityManager = gameObject.GetComponent<AbilityManager>();
        equippedEquip = new Dictionary<equipSlots.slots, equipment>();
        _soundManager = GetComponent<EntitySoundManager>();

        equipAtt = new Attributes();
        buffAtt = new Attributes();
        baseAtt = new Attributes();

        baseAtt.Health = currentHP = 100;
        baseAtt.Resource = currentResource = 100;

        baseAtt.Power = 10;
        baseAtt.Defense = 10;

        baseAtt.AttackSpeed = 0;
        baseAtt.MovementSpeed = 1.0f;

        level = 1;
        experience = 0;
    }
示例#39
0
	private AbilityManager manager; // Get the AbilityManager script to keep track of current ability
	
	void Start () {
		shield.SetActive(false);
		manager = GetComponent<AbilityManager>();
	}
示例#40
0
    // Use this for initialization
    void Start()
    {
        engmodel = Engine.EngineModel;

        //Start turn manager
        TurnManager turnManager = new TurnManager();
        engmodel.AddActor(turnManager);

        AbilityManager abilityManager = new AbilityManager();
        engmodel.AddActor(abilityManager);

        engmodel.EventManager.Register(new Trigger<PlayerJoinedEvent>(OnPlayerJoin));
        Player[] players = Settings.LocalPlayers;

        foreach (Player p in players)
        {
            engmodel.ActionManager.Queue(new PlayerJoinAction(p));
        }
    }
示例#41
0
    // Use this for initialization
    void Start()
    {
        gameplay = this;

        _MainCamera = (Camera)gameObject.GetComponent("Camera");

        _SelectionListWindow = new SelectionListWindow(Screen.width / 2, Screen.height / 2 + 100);

        _AbilityManagerList = new SelectionListGenericWindow(Screen.width / 2, Screen.height / 2 + 100);

        _SelectionCardNameWindow = new SelectionCardNameWindow(Screen.width / 2 - 50, Screen.height / 2);
        _SelectionCardNameWindow.CreateCardList();
        _SelectionCardNameWindow.SetGame(this);

        _DecisionWindow = new DecisionWindow(Screen.width / 2, Screen.height / 2 + 100);
        _DecisionWindow.SetGame(this);

        _NotificationWindow = new NotificacionWindow(Screen.width / 2, Screen.height / 2 + 100);
        _NotificationWindow.SetGame(this);

        FromHandToBindList = new List<Card>();

        AttackedList = new List<Card>();

        UnitsCalled = new List<Card>();

        EnemySoulBlastQueue = new List<Card>();

        _PopupNumber = new PopupNumber();

        _MouseHelper = new MouseHelper(this);
        GameChat = new Chat();

        opponent = PlayerVariables.opponent;

        playerHand = new PlayerHand();
        enemyHand = new EnemyHand();

        field = new Field(this);
        enemyField = new EnemyField(this);
        guardZone = new GuardZone();
        guardZone.SetField(field);
        guardZone.SetEnemyField(enemyField);
        guardZone.SetGame(this);

        fieldInfo = new FieldInformation();
        EnemyFieldInfo = new EnemyFieldInformation();

        Data = new CardDataBase();
        List<CardInformation> tmpList = Data.GetAllCards();
        for(int i = 0; i < tmpList.Count; i++)
        {
            _SelectionCardNameWindow.AddNewNameToTheList(tmpList[i]);
        }

        //camera = (CameraPosition)GameObject.FindGameObjectWithTag("MainCamera").GetComponent("CameraPosition");
        //camera.SetLocation(CameraLocation.Hand);

        LoadPlayerDeck();
        LoadEnemyDeck();

        gamePhase = GamePhase.CHOOSE_VANGUARD;

        bDrawing = true;
        bIsCardSelectedFromHand = false;
        bPlayerTurn = false;

        bDriveAnimation = false;
        bChooseTriggerEffects = false;
        DriveCard = null;

        //Texture showed above a card when this is selected for an action (An attack, for instance)
        CardSelector = GameObject.FindGameObjectWithTag("CardSelector");
        _CardMenuHelper = (CardHelpMenu)GameObject.FindGameObjectWithTag("CardMenuHelper").GetComponent("CardHelpMenu");
        _GameHelper = (GameHelper)GameObject.FindGameObjectWithTag("GameHelper").GetComponent("GameHelper");

        bPlayerTurn = PlayerVariables.bFirstTurn;

        //ActivePopUpQuestion(playerDeck.DrawCard());
        _CardMenu = new CardMenu(this);

        _AbilityManager = new AbilityManager(this);
        _AbilityManagerExt = new AbilityManagerExt();

        _GameHelper.SetChat(GameChat);
        _GameHelper.SetGame(this);

        EnemyTurnStackedCards = new List<Card>();

        dummyUnitObject = new UnitObject();
        dummyUnitObject.SetGame(this);

        stateDynamicText = new DynamicText();
    }
		void Start(){
			manager = GetComponent<AbilityManager>();
			controller = GetComponent<FirstPersonController>();
            player = Player.Instance;
		}
	public GameObject whip; // For testing I'm using a box collider
	
	void Start(){
		manager = GetComponent<AbilityManager>();
	}
示例#44
0
    void Awake()
    {
        SetupMachine(PursuitStates.inactive);

        HashSet<Enum> inactiveTransitions = new HashSet<Enum>();
        inactiveTransitions.Add(PursuitStates.approach);
        AddTransitionsFrom(PursuitStates.inactive, inactiveTransitions);
        AddAllTransitionsTo(PursuitStates.inactive);

        HashSet<Enum> approachTransitions = new HashSet<Enum>();
        approachTransitions.Add(PursuitStates.seek);
        approachTransitions.Add(PursuitStates.flee);
        AddTransitionsFrom(PursuitStates.approach, approachTransitions);

        AddAllTransitionsFrom(PursuitStates.seek);

        HashSet<Enum> attackTransitions = new HashSet<Enum>();
        attackTransitions.Add(PursuitStates.seek);
        attackTransitions.Add(PursuitStates.flee);
        AddTransitionsFrom(PursuitStates.attack, attackTransitions);

        HashSet<Enum> fleeTransitions = new HashSet<Enum>();
        fleeTransitions.Add(PursuitStates.approach);
        fleeTransitions.Add(PursuitStates.inactive);
        fleeTransitions.Add(PursuitStates.flee);
        AddTransitionsFrom(PursuitStates.flee, fleeTransitions);

        StartMachine(PursuitStates.inactive);

        hasFled = false;
        doesFlee = true;
        _swinging = false;

        entity = GetComponent<Entity>();
        MoveFSM = GetComponent<MovementFSM>();
        combatFSM = GetComponent<CombatFSM>();
        _abilityManager = GetComponent<AbilityManager>();
        _animationController = GetComponent<AnimationController>();
        _soundManager = GetComponent<EntitySoundManager>();
        _collider = GetComponent<CapsuleCollider>();
    }
 // Use this for initialization
 void Start()
 {
     actionFlags = 0;
     prevActionFlags = 0;
     abilityManager = gameObject.GetComponent<AbilityManager>();
 }
示例#46
0
 /// <summary>
 /// Gets the abilities and enemy generator items in the hiarchy and updates the store
 /// </summary>
 void Start()
 {
     abilityManager = GameObject.FindObjectOfType<AbilityManager>();
     enemyGenerator = GameObject.FindObjectOfType<EnemyGenerator>();
     UpdateStore();
 }