// Class public static void SavePlayerClass(BattleClassType typeToSave) { PlayerPrefs.SetInt( SELECTED_CLASS, BattleClass.GetIntFromType(typeToSave) ); }
//Autoplay public BattleViewModel(bool autoplay) //construct new auto battle { Title = "Battle"; DatasetMonster = new ObservableCollection <Monster>(); DatasetCharacter = new ObservableCollection <Character>(); PartyList = new List <string>(); battleInstance = new BattleClass(true); SetAutoPlay(); Debug.WriteIf(battleInstance.AutoPlay == false, "AUTOPLAY didnt turn one "); Pool = new List <Item>(); LoadDataCommand = new Command(async() => await ExecuteLoadDataCommandAuto()); //___________________CRUD_____________________________________________________ //crudi monster MessagingCenter.Subscribe <BattlePage, Monster>(this, "DeleteDataMonster", async(obj, data) => { DatasetMonster.Remove(data); //await DataStore.DeleteAsync_MonsterParty(data); }); MessagingCenter.Subscribe <BattlePage, Character>(this, "DeleteDataCharacter", async(obj, data) => { DatasetCharacter.Remove(data); //await DataStore.DeleteAsync_CharacterParty(data); }); }
public BattleViewModel() //construct new manual battle { Title = "Battle"; DatasetMonster = new ObservableCollection <Monster>(); DatasetCharacter = new ObservableCollection <Character>(); PartyList = new List <string>(); battleInstance = new BattleClass(); Pool = new List <Item>(); LoadDataCommand = new Command(async() => await ExecuteLoadDataCommand()); //___________________CRUD_________________________________________________________ //crudi monster MessagingCenter.Subscribe <BattlePage, Monster>(this, "DeleteDataMonster", async(obj, data) => { DatasetMonster.Remove(data); //await DataStore.DeleteAsync_MonsterParty(data); }); MessagingCenter.Subscribe <BattlePage, Character>(this, "DeleteDataCharacter", async(obj, data) => { DatasetCharacter.Remove(data); //await DataStore.DeleteAsync_CharacterParty(data); }); }
void SetupLevel() { // Skills. SkillData[] chosenSkills = PlayerPrefsManager.LoadPlayerSkills(); uiSkillManager.InitializeAndEnable(chosenSkills); // Input. BattleClassType typeToUse = PlayerPrefsManager.LoadSelectedClass(); playerClass = ResourceManager.LoadBattleClass(typeToUse); Debug.Log("class selected: " + playerClass.className); inputManager.InitializeAndMonitor(playerClass, chosenSkills); // Health. healthManager.InitializeStats(levelData.playerHp, playerClass.def); // Enemy. spawnManager.InitializeAndStartSpawning( levelData.typeToSpawn, levelData.respawnTime); // Clock. CountdownClock.InitializeAndStart( levelData.timerMinutes, levelData.timerSeconds); }
private void NextTurnBtn_Click(object sender, RoutedEventArgs e) { BattleClass battleClass = new BattleClass(); BattleLogTb.Text += battleClass.BattleFunction(); Hero1HpLb.Content = Math.Round(BattleClass.Attacker.Hp, MidpointRounding.ToEven); Hero2HpLb.Content = Math.Round(BattleClass.Defender.Hp, MidpointRounding.ToEven); Hero1Pb.Value = BattleClass.Attacker.Hp; Hero2Pb.Value = BattleClass.Defender.Hp; ScrollViewer.ScrollToBottom(); }
public void InitializeAndMonitor( BattleClass classToUse, SkillData[] skillsToUse ) { playerClass = classToUse; skills = skillsToUse; cooldownCount = new float[skills.Length]; for (int i = 0; i < cooldownCount.Length; ++i) { cooldownCount[i] = 0f; } }
public void TestReduceStaminaWhenStructureDestroyed(BattleManager.BattleSide attackingSide, BattleClass targetClassType, bool targetIsDead, bool isNoReductionType, int expectedStamina) { var fixture = new Fixture().Customize(new AutoNSubstituteCustomization()); var target = Substitute.For <ICombatObject>(); target.Type.Returns((ushort)100); target.ClassType.Returns(targetClassType); target.IsDead.Returns(targetIsDead); var objectTypeFactory = Substitute.For <IObjectTypeFactory>(); objectTypeFactory.IsObjectType("BattleNoStaminaReduction", 100).Returns(isNoReductionType); fixture.Register(() => objectTypeFactory); var battleFormulas = Substitute.For <IBattleFormulas>(); battleFormulas.GetStaminaStructureDestroyed(10, target).Returns((short)7); fixture.Register(() => battleFormulas); var battleManager = fixture.Freeze <IBattleManager>(); var staminaMonitor = fixture.Create <StaminaMonitor>(); staminaMonitor.Stamina = 10; battleManager.ActionAttacked += Raise.Event <BattleManager.OnAttack>(battleManager, attackingSide, Substitute.For <ICombatGroup>(), Substitute.For <ICombatObject>(), Substitute.For <ICombatGroup>(), target, 20m, 1, 1); staminaMonitor.Stamina.Should().Be((short)expectedStamina); }
public Player PlayerStatSet(BattleClass battleClass, Player player, Kind kind) { player.MaxHP = battleClass.MaxHP * kind.HealthAmplifier; player.HealthRegen = battleClass.HealthRegen; player.MaxMana = battleClass.MaxMana * kind.ManaAmplifier; player.ManaRegen = battleClass.ManaRegen; player.AttackPower = battleClass.AttackPower * kind.AttackPowerAmplifier; player.MagicPower = battleClass.MagicPower * kind.MagicPowerAmplifier; player.CurrentArmor = battleClass.Armor; player.Resistance = battleClass.Resistance; player.CritChance = battleClass.CritChance; player.AttackSpeed = battleClass.AttackSpeed; player.CurrentMovementSpeed = battleClass.MovementSpeed; player.ImagePath = battleClass.ImagePath; new StatResetter().Execute(player); new StatProcessor().Execute(player, kind.IncreaseStatType, kind.IncreaseAmount, "+"); return(player); }
public BattleViewModel() { Title = "Battle"; DatasetMonster = new ObservableCollection <Monster>(); DatasetCharacter = new ObservableCollection <Character>(); //DatasetTurnMonster = new ObservableCollection<Monster>(); //DatasetTurnCharacter = new ObservableCollection<Character>(); battleInstance = new BattleClass(); LoadDataCommand = new Command(async() => await ExecuteLoadDataCommand()); //crudi monster MessagingCenter.Subscribe <BattlePage, Monster>(this, "DeleteDataMonster", async(obj, data) => { DatasetMonster.Remove(data); await DataStore.DeleteAsync_MonsterParty(data); }); MessagingCenter.Subscribe <BattlePage, Character>(this, "DeleteDataCharacter", async(obj, data) => { DatasetCharacter.Remove(data); await DataStore.DeleteAsync_CharacterParty(data); }); }
public void DetailClass(BattleClass classSelected) { description.text = classSelected.classDescription; typeSelected = classSelected.type; }
public static BattleClassType LoadSelectedClass() { return(BattleClass.GetTypeFromInt(PlayerPrefs.GetInt(SELECTED_CLASS, 1))); }
//reset for manual battle public void resetBattleView() { battleInstance = new BattleClass(); _instance = new BattleViewModel(); }
private void Start() { currentClass = (BattleClass)Resources.Load("PlayerObjects/Classes/" + "Ruffian/Ruffian"); }