//called at intialisation void Start() { //gets the button listener buttonListen = (GameObject.FindGameObjectWithTag("GameController")).GetComponent <ButtonListener> (); //sets the movedirection to zero moveDirection = Vector2.zero; //gets the physics controller controller = GetComponent <Rigidbody2D>(); //gets the animator animator = GetComponent <Animator> (); //sets health and healthbar health = StartingHealth; healthBar = GameObject.FindGameObjectWithTag("HealthBar"); healthBar.GetComponent <Slider> ().value = health; //sets ammo and ammo count //addAmmoCount(StartingRangeAmmo); //RangeAmmoCountBox = GameObject.FindGameObjectWithTag ("AmmoCount"); //gets objects for shooting shootCon = GetComponent <ShootingController>(); lineRender = trajectoryObject.GetComponent <LineRenderer>(); //closes line renderer lineRender.gameObject.SetActive(false); //sets defualt of active //if (activeCount == null) // activeCount = PrimaryAmmoCount; if (PrimarySelected) { setActiveAmmoPrimary(true); } //gets sound object ASound = GetComponent <AttackSoundEffect>(); }
// Use this for initialization void Awake() { //closes overlay overlay.SetActive(false); //sets target to player target = GameObject.FindGameObjectWithTag("Player").transform; playerHitBox = GameObject.FindGameObjectWithTag("Player").GetComponent <ControllerPlayer> ().hitBox; //sets instance nav agent nav = GetComponent <NavigateAgent> (); //gets the path follower follow = GetComponent <PathFollower> (); //gets animator of instance animator = GetComponent <Animator> (); //gets rigidbody controller = GetComponent <Rigidbody2D> (); //gets shooting controller shootCon = GetComponent <ShootingController>(); //sets health and death state health = StartingHealth; onDeath = false; if (rangeAngle == Vector2.zero) { rangeAngle = new Vector2(1f, 1f); } //gets sound ASound = GetComponent <AttackSoundEffect>(); }
/// <summary> /// Builds the string of the character's information. /// </summary> /// <param name="manager">Main window manager</param> /// <returns>String for the DSL</returns> public string ToString(MainWindowManager manager) { int realSpeed; string total; ImageMovingUp = ImageMovingUp.Replace('\\', '/'); ImageMovingDown = ImageMovingDown.Replace('\\', '/'); ImageMovingLeft = ImageMovingLeft.Replace('\\', '/'); ImageMovingRight = ImageMovingRight.Replace('\\', '/'); if (!String.IsNullOrEmpty(ImageAttackingUp)) { ImageAttackingUp = ImageAttackingUp.Replace('\\', '/'); ImageAttackingDown = ImageAttackingDown.Replace('\\', '/'); ImageAttackingLeft = ImageAttackingLeft.Replace('\\', '/'); ImageAttackingRight = ImageAttackingRight.Replace('\\', '/'); } if (!String.IsNullOrEmpty(AttackSoundEffect)) { AttackSoundEffect = AttackSoundEffect.Replace('\\', '/'); } if (!String.IsNullOrEmpty(ShootSoundEffect)) { ShootSoundEffect = ShootSoundEffect.Replace('\\', '/'); } if (!String.IsNullOrEmpty(CastSoundEffect)) { CastSoundEffect = CastSoundEffect.Replace('\\', '/'); } if (Speed == "slow") { realSpeed = 2; } else if (Speed == "normal") { realSpeed = 3; } else { realSpeed = 4; } total = "\t<character>\r\n" + "\t\t<character_name>" + Name + "</character_name>\r\n" + "\t\t<character_image_up>" + ImageMovingUp + "</character_image_up>\r\n" + "\t\t<character_image_down>" + ImageMovingDown + "</character_image_down>\r\n" + "\t\t<character_image_left>" + ImageMovingLeft + "</character_image_left>\r\n" + "\t\t<character_image_right>" + ImageMovingRight + "</character_image_right>\r\n" + "\t\t<character_image_attack_up>" + ImageAttackingUp + "</character_image_attack_up>\r\n" + "\t\t<character_image_attack_down>" + ImageAttackingDown + "</character_image_attack_down>\r\n" + "\t\t<character_image_attack_left>" + ImageAttackingLeft + "</character_image_attack_left>\r\n" + "\t\t<character_image_attack_right>" + ImageAttackingRight + "</character_image_attack_right>\r\n" + "\t\t<character_framecount_iddle>" + FrameCount + "</character_framecount_iddle>\r\n" + "\t\t<character_framecount_attacking>" + FrameAttackingCount + "</character_framecount_attacking>\r\n" + "\t\t<character_initial_state>" + InitialState + "</character_initial_state>\r\n" + "\t\t<character_x_position>" + PositionX + "</character_x_position>\r\n" + "\t\t<character_y_position>" + PositionY + "</character_y_position>\r\n" + "\t\t<character_speed>" + realSpeed + "</character_speed>\r\n" + "\t\t<character_key_up>" + manager.KeyUp + "</character_key_up>\r\n" + "\t\t<character_key_down>" + manager.KeyDown + "</character_key_down>\r\n" + "\t\t<character_key_left>" + manager.KeyLeft + "</character_key_left>\r\n" + "\t\t<character_key_right>" + manager.KeyRight + "</character_key_right>\r\n" + "\t\t<character_key_attack>" + manager.KeyAttack + "</character_key_attack>\r\n" + "\t\t<character_key_shoot>" + manager.KeyShoot + "</character_key_shoot>\r\n" + "\t\t<character_key_cast>" + manager.KeyUseAbility + "</character_key_cast>\r\n" + "\t\t<character_key_change_melee>" + manager.KeyChangeMelee + "</character_key_change_melee>\r\n" + "\t\t<character_key_change_distance>" + manager.KeyChangeDistance + "</character_key_change_distance>\r\n" + "\t\t<character_key_change_ability>" + manager.KeyChangeAbility + "</character_key_change_ability>\r\n" + "\t\t<character_key_action>" + manager.KeyAction + "</character_key_action>\r\n" + "\t\t<character_music_attack>" + AttackSoundEffect + "</character_music_attack>\r\n" + "\t\t<character_music_shoot>" + ShootSoundEffect + "</character_music_shoot>\r\n" + "\t\t<character_music_cast>" + CastSoundEffect + "</character_music_cast>\r\n" + "\t\t<character_strenght>" + Strenght + "</character_strenght>\r\n" + "\t\t<character_dexterity>" + Dexterity + "</character_dexterity>\r\n" + "\t\t<character_intelligence>" + Intelligence + "</character_intelligence>\r\n" + "\t\t<character_hit_points>" + HitPoints + "</character_hit_points>\r\n" + "\t\t<character_mana_points>" + Mana + "</character_mana_points>\r\n"; if (Melee != null) { Melee.ImageWeapon = Melee.ImageWeapon.Replace('\\', '/'); int weaponSpeed; if (Melee.Speed == "slow") { weaponSpeed = 1; } else if (Melee.Speed == "normal") { weaponSpeed = 2; } else { weaponSpeed = 3; } total += "\t\t<melee>\r\n" + "\t\t\t<melee_image>" + Melee.ImageWeapon + "</melee_image>\r\n" + "\t\t\t<melee_damage>" + Melee.Damage + "</melee_damage>\r\n" + "\t\t\t<melee_speed>" + weaponSpeed + "</melee_speed>\r\n" + "\t\t</melee>\r\n"; } if (Distance != null) { Distance.ImageWeapon = Distance.ImageWeapon.Replace('\\', '/'); Distance.ImageArrowUp = Distance.ImageArrowUp.Replace('\\', '/'); Distance.ImageArrowDown = Distance.ImageArrowDown.Replace('\\', '/'); Distance.ImageArrowLeft = Distance.ImageArrowLeft.Replace('\\', '/'); Distance.ImageArrowRight = Distance.ImageArrowRight.Replace('\\', '/'); int weaponSpeed; if (Distance.Speed == "slow") { weaponSpeed = 3; } else if (Distance.Speed == "normal") { weaponSpeed = 4; } else { weaponSpeed = 5; } total += "\t\t<distance>\r\n" + "\t\t\t<distance_image>" + Distance.ImageWeapon + "</distance_image>\r\n" + "\t\t\t<distance_damage>" + Distance.Damage + "</distance_damage>\r\n" + "\t\t\t<distance_speed>" + weaponSpeed + "</distance_speed>\r\n" + "\t\t\t<distance_bullet_image_up>" + Distance.ImageArrowUp + "</distance_bullet_image_up>\r\n" + "\t\t\t<distance_bullet_image_down>" + Distance.ImageArrowDown + "</distance_bullet_image_down>\r\n" + "\t\t\t<distance_bullet_image_left>" + Distance.ImageArrowLeft + "</distance_bullet_image_left>\r\n" + "\t\t\t<distance_bullet_image_right>" + Distance.ImageArrowRight + "</distance_bullet_image_right>\r\n" + "\t\t</distance>\r\n"; } foreach (Ability ability in manager.Abilities) { ability.ImageAbility = ability.ImageAbility.Replace('\\', '/'); if (ability.Type == "heal") { total += "\t\t<heal_ability>\r\n" + "\t\t\t<heal_ability_image>" + ability.ImageAbility + "</heal_ability_image>\r\n" + "\t\t\t<heal_ability_mana>" + ability.Mana + "</heal_ability_mana>\r\n" + "\t\t\t<heal_ability_effect>" + ability.Effect + "</heal_ability_effect>\r\n" + "\t\t</heal_ability>\r\n"; } else if (ability.Type == "attack") { int abilitySpeed; if (ability.Speed == "slow") { abilitySpeed = 3; } else if (ability.Speed == "normal") { abilitySpeed = 4; } else { abilitySpeed = 5; } ability.ImageAttackUp = ability.ImageAttackUp.Replace('\\', '/'); ability.ImageAttackDown = ability.ImageAttackDown.Replace('\\', '/'); ability.ImageAttackLeft = ability.ImageAttackLeft.Replace('\\', '/'); ability.ImageAttackRight = ability.ImageAttackRight.Replace('\\', '/'); total += "\t\t<attack_ability>\r\n" + "\t\t\t<attack_ability_image>" + ability.ImageAbility + "</attack_ability_image>\r\n" + "\t\t\t<attack_ability_mana>" + ability.Mana + "</attack_ability_mana>\r\n" + "\t\t\t<attack_ability_damage>" + ability.Effect + "</attack_ability_damage>\r\n" + "\t\t\t<attack_ability_speed>" + abilitySpeed + "</attack_ability_speed>\r\n" + "\t\t\t<attack_ability_bullet_image_up>" + ability.ImageAttackUp + "</attack_ability_bullet_image_up>\r\n" + "\t\t\t<attack_ability_bullet_image_down>" + ability.ImageAttackDown + "</attack_ability_bullet_image_down>\r\n" + "\t\t\t<attack_ability_bullet_image_left>" + ability.ImageAttackLeft + "</attack_ability_bullet_image_left>\r\n" + "\t\t\t<attack_ability_bullet_image_right>" + ability.ImageAttackRight + "</attack_ability_bullet_image_right>\r\n" + "\t\t</attack_ability>\r\n"; } else { int totalDuration = ability.Duration * 56; total += "\t\t<augmentation_ability>\r\n" + "\t\t\t<augmentation_ability_image>" + ability.ImageAbility + "</augmentation_ability_image>\r\n" + "\t\t\t<augmentation_ability_affect>" + ability.Affect + "</augmentation_ability_affect>\r\n" + "\t\t\t<augmentation_ability_effect>" + ability.Effect + "</augmentation_ability_effect>\r\n" + "\t\t\t<augmentation_ability_mana>" + ability.Mana + "</augmentation_ability_mana>\r\n" + "\t\t\t<augmentation_ability_duration>" + totalDuration + "</augmentation_ability_duration>\r\n" + "\t\t</augmentation_ability>\r\n"; } } total += "\t</character>\r\n"; return(total); }