示例#1
0
 void setEnemyMaxTime()
 {
     if (infoDump == null)
     {
         return;
     }
     activeTime.setEnemyMaxTime(infoDump.info.enemy0Max);
     if (enemy2ActiveTime != null)
     {
         enemy2ActiveTime.setEnemyMaxTime(infoDump.info.enemy1Max);
     }
     if (enemy3ActiveTime != null)
     {
         enemy3ActiveTime.setEnemyMaxTime(infoDump.info.enemy2Max);
     }
 }
示例#2
0
 void moreEnemies()
 {
     if (numEnemies == 2)
     {
         enemies[1] = new Monster(5, 1, 1, 1, 1, false, 1, 1, 1);
         enemy2HP   = enemies[1].getHP();
         stateQueue.Add(BattleScreenStates.FightStates.SECONDENEMYJOINS);
         enemy2ActiveTime = transform.FindChild("EnemyPanel/Enemy2").GetComponent <ActiveTime>();
         enemy2ActiveTime.setEnemyMaxTime(20);
     }
     else if (numEnemies == 3)
     {
         enemies[2] = new Monster(5, 1, 1, 1, 1, false, 1, 1, 1);
         enemy3HP   = enemies[2].getHP();
         stateQueue.Add(BattleScreenStates.FightStates.THIRDENEMYJOINS);
         enemy3ActiveTime = transform.FindChild("EnemyPanel/Enemy3").GetComponent <ActiveTime>();
         enemy3ActiveTime.setEnemyMaxTime(25);
     }
 }
示例#3
0
    // Instead of start function, call this with a little delay (maybe .1s).
    // This will assign everything from infoDump. Delay is used to make sure Info dump has been assigned.
    void startFromDump()
    {
        attack     = GetComponent <BattleAttackHandler>();
        state      = GetComponent <BattleScreenStates>();
        selection  = GetComponent <ArrowSelection>();
        stateQueue = new List <BattleScreenStates.FightStates>();
        stateQueue.Add(BattleScreenStates.FightStates.BEGINNING);
        activeTime = transform.FindChild("PlayerInfo/ActiveTimeBar").GetComponent <ActiveTime>();


        enemies = new Monster[3];
        if (infoDump != null)
        {
            enemies[0] = infoDump.enemy0;
            enemies[1] = infoDump.enemy1;
            enemies[2] = infoDump.enemy2;
            activeTime.setEnemyMaxTime(infoDump.info.enemy0Max);
            activeTime.setEnemySeconds(infoDump.info.enemy0Sec);

            if (infoDump.info.numEnemies > 2)
            {
                enemy2ActiveTime.setEnemyMaxTime(infoDump.info.enemy1Max);
                enemy2ActiveTime.setEnemySeconds(infoDump.info.enemy1Sec);
                enemy3ActiveTime.setEnemyMaxTime(infoDump.info.enemy2Max);
                enemy3ActiveTime.setEnemySeconds(infoDump.info.enemy2Sec);
            }
            else if (infoDump.info.numEnemies > 1)
            {
                enemy2ActiveTime.setEnemyMaxTime(infoDump.info.enemy1Max);
                enemy2ActiveTime.setEnemySeconds(infoDump.info.enemy1Sec);
            }

            numPlayers = infoDump.info.numPlayers;
            numEnemies = infoDump.info.numEnemies;
            playerNum  = infoDump.info.numPlayers - 1;
            setEnemyHP();

            switch (playerNum)
            {
            case 0:
                character = infoDump.player0;
                break;

            case 1:
                character = infoDump.player1;
                break;

            case 2:
                character = infoDump.player2;
                break;

            default:
                print("Character still null in Battle Logic");
                break;
            }
            playerMaxHP = character.getHP();
            setPlayerHP();

            enemyAttackFlag = infoDump.info.enemyAttackFlag;


            setEnemyMaxTime();
            setEnemyTime();
            GetComponent <BattleScreenGUI>().fillSkillButtons();
        }
        else
        {
            print("infoDUmp null");
        }
        dumpLoad = false;
        for (int i = 0; i < enemies.Length; i++)
        {
            //enemies[i].setDead(false);
        }
    }