示例#1
0
    void Awake()
    {
        UIEventHandler.OnDamageTaken       += UpdateStats;
        UIEventHandler.OnPlayerDamageTaken += UpdatePlayerStats;
        health       = combatPanel.transform.Find("Stats").GetChild(1).GetComponent <Text>();
        stamina      = combatPanel.transform.Find("Stats").GetChild(2).GetComponent <Text>();
        enemyHealth  = combatPanel.transform.Find("EnemySelect").GetChild(1).GetComponent <Text>();
        enemyName    = combatPanel.transform.Find("EnemySelect").GetChild(2).GetComponent <Text>();
        abilityOne   = combatPanel.transform.Find("CombatPanel").Find("Abilities").GetChild(0).GetComponent <Button>();
        abilityTwo   = combatPanel.transform.Find("CombatPanel").Find("Abilities").GetChild(1).GetComponent <Button>();
        abilityThree = combatPanel.transform.Find("CombatPanel").Find("Abilities").GetChild(2).GetComponent <Button>();

        abilityOne.onClick.AddListener(delegate { DebugButtons(abilityOne); });
        abilityTwo.onClick.AddListener(delegate { DebugButtons(abilityTwo); });
        abilityThree.onClick.AddListener(delegate { DebugButtons(abilityThree); });

        combatPanel.SetActive(true);
        selectedEnemy.SetActive(false);


        if (Instance != null && Instance != this)
        {
            Destroy(gameObject);
        }
        else
        {
            Instance = this;
        }
    }
    void SpellResult(JSONObject data)
    {
        if (data[0] == true)
        {
            if (Convert.ToInt16(LocalizationHelper.StripQuotationsFromJson(data["defenderHealth"])) > 0)
            {
                Debug.Log(LocalizationHelper.StripQuotationsFromJson(data["defenderId"]));
                //Debug.Log(SessionData.Match.GetPlayerBySocketID(LocalizationHelper.StripQuotationsFromJson(data["result"]["socket_id"])));
                Player pl = SessionData.Match.GetPlayerBySocketID(LocalizationHelper.StripQuotationsFromJson(data["defenderId"]));


                /*
                 * NUR DEBUG LÖSUNG
                 * !!!DURCH GLOBALEN UI HANDLER UMSCHREIBEN!!!!
                 *
                 */
                pl.Health = Convert.ToInt16(LocalizationHelper.StripQuotationsFromJson(data["defenderHealth"]));
                if (pl.SocketID == SessionData.Match.LocalPlayerID)
                {
                    GameObject.Find("LocalHP").GetComponent <Text>().text = "Your HP: " + pl.Health;
                }
                else
                {
                    GameObject.Find("EnemyHP").GetComponent <Text>().text = "Enemy HP: " + pl.Health;
                }

                CombatUI.DeleteIncomingSpell();
            }
        }
        else
        {
            Debug.Log("Spell failed");
        }
    }
示例#3
0
 //On scene load find the scripts and UI in the scene
 void Start()
 {
     _aux      = gameObject.GetComponent <AuxilliaryPower>();
     _tM       = gameObject.GetComponent <TurnManager>();
     _pT       = GameObject.Find("Player").GetComponent <PlayerTurn>();
     _combatUI = gameObject.GetComponent <CombatUI>();
 }
 new void Awake()
 {
     combatui  = FindObjectOfType <CombatUI>();
     character = FindObjectOfType <PlayerCharacter>();
     equipment = FindObjectOfType <PlayerEquipmentSlots>();
     base.Awake();
 }
示例#5
0
    public void Pause()
    {
        CombatUI cUI = FindObjectOfType <CombatUI>();

        FindObjectOfType <GameLogic>()._paused = true;
        cUI._paused = true;
        cUI.PauseGame(true);
    }
示例#6
0
    public void PlayGame()
    {
        CombatUI cUI = FindObjectOfType <CombatUI>();

        FindObjectOfType <GameLogic>()._paused = false;
        cUI._paused = false;
        cUI.PauseGame(false);
    }
示例#7
0
 void Awake()
 {
     _combatUI     = gameObject.GetComponent <CombatUI>();
     _tooltip      = gameObject.GetComponent <Tooltip>();
     _pT           = GameObject.Find("Player").GetComponent <PlayerTurn>();
     _skillsButton = GameObject.Find("Skills").GetComponent <Button>();
     _auxButton    = GameObject.Find("AuxilliaryPower").GetComponent <Button>();
     Initialize();
 }
示例#8
0
 private static void Turn()
 {
     turnsGone = 0;
     while (turnsGone < turns)
     {
         CombatUI.Turn(order[turnsGone]);
         turnsGone++;
     }
 }
示例#9
0
 void Start()
 {
     _combatUI   = gameObject.GetComponent <CombatUI>();
     _aux        = gameObject.GetComponent <AuxilliaryPower>();
     _pT         = GameObject.Find("Player").GetComponent <PlayerTurn>();
     _playerMenu = GameObject.Find("PlayerTurn");
     _skillsMenu = GameObject.Find("SkillsMenu");
     _menuRect   = _skillsMenu.GetComponent <RectTransform>();
     SpawnMenu();
     _skillsMenu.SetActive(false);
 }
 public void OnMouseOver()
 {
     Inspect();
     if (!clicked)
     {
         if (selectionCircle == null)
         {
             combatUI        = FindObjectOfType <CombatUI>();
             abilitySelected = combatUI.GetCurrentAbility();
             DisplayCircle();
         }
     }
 }
示例#11
0
 // Use this for initialization
 void Start()
 {
     _auxPower    = gameObject.GetComponent <AuxilliaryPower>();
     _combatUI    = gameObject.GetComponent <CombatUI>();
     _pT          = GameObject.Find("Player").GetComponent <PlayerTurn>();
     _toolTipName = GameObject.Find("TooltipName").GetComponent <Text>();
     _toolTipDesc = GameObject.Find("TooltipDesc").GetComponent <Text>();
     _toolTipAP   = GameObject.Find("TooltipAP").GetComponent <Text>();
     _toolTipGO   = GameObject.Find("TooltipGO");
     _tooltipRect = _toolTipGO.GetComponent <RectTransform>();
     _tooltipRect.anchoredPosition = _lowerPos;
     _toolTipGO.SetActive(false);
 }
示例#12
0
 public static void DamageMonster(string text, string text2, Creature p, Dungeon d, List <Monster> monster, int damage)
 {
     CombatUI.ActionSelect(p, monster);
     Console.SetCursorPosition(0, 9);
     PlayerStatusDamage(p, d);
     monster[target].health -= damage;
     if (text != "")
     {
         Console.WriteLine(text);
     }
     Console.WriteLine(text2);
     Thread.Sleep(300);
     MonsterAI.KillCheck(p, d, monster[target], monster);
 }
示例#13
0
    void CallInit()
    {
        CombatUI CUI = GameObject.Find("CombatUI").GetComponent <CombatUI>();

        ButtonsUI[] buttonsUIs = FindObjectsOfType <ButtonsUI> ();

        CUI.CM = combatObj.GetComponent <CombatManager>();

        GameObject.Find("Cursor").GetComponent <CursorManager> ().CM = combatObj.GetComponent <CombatManager>();
        for (int i = 0; i < buttonsUIs.Length; i++)
        {
            buttonsUIs [i].CM = combatObj.GetComponent <CombatManager>();
        }
    }
        public Tutorial_Combat_01_TrainingDummy(Party playerParty) : base(playerParty)
        {
            EnemyParty = new Party();

            EnemyParty.AddPartyMember(new TrainingDummy(100, 0, 0, "Training Dummy 1"));

            EnemyParty.AddPartyMember(new TrainingDummy(100, 0, 0, "Training Dummy 2"));

            EnemyParty.AddPartyMember(new TrainingDummy(100, 0, 0, "Training Dummy 3", new Dictionary <Item, int>()
            {
                { new Rubbish(), 1 }
            }));

            CombatUI.SetTargetList(EnemyParty.PartyMembers);
        }
示例#15
0
 private void Start()
 {
     combat             = Combat.instance;
     evolveManager      = EvolveManager.instance;
     pBag               = PlayerBag.instance;
     attackLearnManager = AttackLearnManager.instance;
     tInspect           = TeamInspect.instance;
     rCombat            = RandomCombatManager.instance;
     pcManager          = PCManager.instance;
     pTeam              = PlayerTeamManager.instance;
     pause              = PauseManager.instance;
     combatUI           = CombatUI.instance;
     cManager           = ConversationManager.instance;
     pMovement          = FindObjectOfType <PlayerMovement>();
     interaction        = FindObjectOfType <Interaction>();
 }
示例#16
0
 public static void SelectTarget(Creature p, List <Monster> monster, Dungeon d)
 {
     if (monster.Count == 1)
     {
         target = 0;
     }
     else
     {
         CombatUI.ActionSelect(p, monster);
         Console.SetCursorPosition(0, 18);
         for (int i = 0; i < monster.Count; i++)
         {
             Utilities.CenterText($"        [{i + 1}] " + Colour.MONSTER + $"{monster[i].name}  " + Colour.RESET);
         }
         Console.Write("");
         Utilities.CenterText("Please choose a monster");
         int choice;
         do
         {
         } while (!int.TryParse(Console.ReadKey(true).KeyChar.ToString().ToLower(), out choice));
         if (choice == 1)
         {
             target = 0;
         }
         else if (choice == 2)
         {
             target = 1;
         }
         else if (choice == 3 && monster.Count == 3)
         {
             target = 2;
         }
         else if (choice == 0)
         {
             ActionSelect(p, monster, d);
         }
         else
         {
             SelectTarget(p, monster, d);
         }
     }
 }
示例#17
0
    // Use this for initialization
    void Start()
    {
        Destroy(GameObject.Find("BattleButtonsCanvas"));
        combatObj  = GameObject.Find("CombatManager").GetComponent <CombatManager>();
        CUI        = GameObject.Find("CombatUI").GetComponent <CombatUI> ();
        CUI.CM     = combatObj;
        buttonsUIs = FindObjectsOfType <ButtonsUI> ();
        GameObject.Find("Cursor").GetComponent <CursorManager> ().CM = combatObj;
        GameObject.Find("ConflictCursor").GetComponent <ConflictCursorManager> ().CM = combatObj;
        //Destroy(GameObject.Find ("BattleButtonsCanvas"));

        characters              = FindObjectsOfType <Character> ();
        characterselectUIs      = CharacterSelectUI.FindObjectsOfType <CharacterSelectUI> ();
        temporaryUIIntegrations = TemporaryUIIntegration.FindObjectsOfType <TemporaryUIIntegration> ();
        for (int i = 0; i < buttonsUIs.Length; i++)
        {
            buttonsUIs [i].CM = combatObj;
        }
        Destroy(GameObject.Find("BattleSimulator"));
        Destroy(this);
    }
示例#18
0
    // Use this for initialization
    void Start()
    {
        if (GameStateManager.Instance.fightingBoss)
        {
            GameObject bg = GameObject.Find("BattleBGNormal");
            bg.SetActive(false);
        }

        //used to create the combat ui singleton instance early
        CombatUI combatUI = CombatUI.Instance;

        GameObject player = GameObject.FindGameObjectWithTag("Player").transform.parent.gameObject;

        playerBattler             = player.GetComponent <PlayerBattleController>();
        playerBattler.battleState = new BattleState();
        PlayerStateManager.Instance.CopyPlayerBattleState(playerBattler.battleState);

        battlers = GameObject.FindGameObjectsWithTag("Battler");
        battlers = battlers.OrderByDescending(go => go.GetComponent <Battler>().battleState.speed).ToArray();

        activeBattler = battlers[activeBattlerIndex].GetComponent <Battler>();
    }
示例#19
0
    void Start()
    {
        Initialize();

        floorMask = LayerMask.GetMask("Floor");
        uiMask    = LayerMask.GetMask("UI");

        indicatorCubePrefab = Resources.Load("IndicatorCubeGreen", typeof(GameObject)) as GameObject;

        //attackFrequency = 1 / attackSpeed;

        attackButton = GameManager.instance.hud.Find("CombatUI").Find("Panel").Find("AttackButton").GetComponent <AttackButton>();
        cameraButton = GameManager.instance.hud.Find("CameraButton").Find("Panel").Find("CameraButton").GetComponent <CameraButton>();


        healthScript = GetComponent <PlayerHealth>();

        equipment = Inventory.instance.equipment;
        combatUI  = equipment.weapon.combatUI;

        TouchInputManager.instance.touchStart += GetMoveTo;
    }
示例#20
0
 public static void FullRound(Creature p, List <Monster> monster, Dungeon d)
 {
     round++;
     Player.target = 0;
     Update(p);
     foreach (Monster mon in monster)
     {
         Update(mon);
     }
     MonsterAI.SelectAction(p, monster, d);
     if (p.canAct)
     {
         Player.ActionSelect(p, monster, d);
         Console.WriteLine();
     }
     else
     {
         CombatUI.Stunned(p, monster);
     }
     MonsterAI.PerformAction(p, monster, d);
     Utilities.Keypress();
     FullRound(p, monster, d);
 }
示例#21
0
 void Awake()
 {
     //Find and allocate the referenced objects and scripts in the scene
     _muzzleFlash   = gameObject.GetComponentInChildren <MuzzleFlash>();
     _midPoint      = GameObject.Find("MidPoint");
     _anim          = gameObject.GetComponent <Animator>();
     _agent         = gameObject.GetComponent <NavMeshAgent>();
     _obstacle      = gameObject.GetComponent <NavMeshObstacle>();
     _combatUI      = GameObject.Find("_combatMan").GetComponent <CombatUI>();
     _calcDam       = GameObject.Find("_combatMan").GetComponent <CalculateDamage>();
     _targetedEnemy = GameObject.Find("_combatMan").GetComponent <TargetedEnemy>();
     _moveIndicator = GameObject.Find("Player").GetComponent <MoveIndicator>();
     _playerTurnUI  = GameObject.Find("PlayerTurn");
     _cam           = GameObject.Find("_cameraParent").GetComponent <CameraController>();
     _combatOver    = GameObject.Find("EndCanvas").GetComponent <CombatOver>();
     _aux           = GameObject.Find("_combatMan").GetComponent <AuxilliaryPower>();
     //Determine player stats based off
     _ap = _CombatManager._maxAP;
     _combatUI.Initialize();
     //Prepare the elements used for navigation
     _mask = ~_mask;
     _path = new NavMeshPath();
     _aux.Initialize();
 }
示例#22
0
    public bool isShowing = false; //whether or not the ui is showing

    // Use this for initialization
    void Start()
    {
        S = this;
        //sets the combat UI to not show when the game begins
        ui.SetActive(isShowing);
    }
示例#23
0
 // Use this for initialization
 void Start()
 {
     S = this;
     //sets the combat UI to not show when the game begins
     ui.SetActive(isShowing);
 }
 public void Init()
 {
     cmbtUI = CombatFlow.cl.cUI;
     cmbtUI.Initialize();
 }
示例#25
0
 public Game(GameUIConstants gameUIConstants, CombatUI combatUI)
 {
     ShutdownTriggered = false;
     _gameUIConstants  = gameUIConstants;
     _combatUI         = combatUI;
 }
示例#26
0
 public void OnChangeWeapon(Weapon newWeapon)
 {
     combatUI = newWeapon.combatUI;
 }
示例#27
0
    public static void ActionSelect(Creature p, List <Monster> monster, Dungeon d)
    {
        CombatUI.ActionSelect(p, monster);
        Console.SetCursorPosition(50, 18);
        Console.Write("SELECT AN ACTION");
        string choice = Console.ReadKey(true).KeyChar.ToString().ToLower();

        if (choice == "h")
        {
            CombatUI.ActionSelect(p, monster);
            if (p.health == p.maxHealth || p.potions < 1)
            {
                CombatUI.ActionSelect(p, monster);
                Console.SetCursorPosition(50, 18);
                if (p.health == p.maxHealth)
                {
                    Utilities.ColourText(Colour.SPEAK, "You don't need healing!\n");
                }
                else if (p.potions < 1)
                {
                    Utilities.ColourText(Colour.SPEAK, "You don't have enough potions!\n");
                }
                Utilities.CenterText("Press any key to continue");
                Console.ReadKey(true);
                ActionSelect(p, monster, d);
            }
            else
            {
                Console.SetCursorPosition(0, 9);
                p.health   = p.maxHealth;
                p.potions -= 1;
                Utilities.ColourText(Colour.HEALTH, "You heal to full health\n");
            }
        }
        else if (choice == "c")
        {
            Utilities.CharacterSheet(p);
            ActionSelect(p, monster, d);
        }
        else if (choice == "1")
        {
            SelectTarget(p, monster, d);
            int hitRoll = Utilities.rand.Next(1, 101);
            if (hitRoll <= (p.hit - monster[target].defence))
            {
                int    critRoll = Utilities.rand.Next(1, 101);
                int    damage   = (critRoll <= p.crit) ? (p.damage + p.Weapon.damageEffect + p.Weapon.effect) * 2 : p.damage + p.Weapon.damageEffect + p.Weapon.effect;
                string a        = (critRoll <= p.crit) ? Colour.CRIT + "crit" : Colour.RESET + "hit";
                DamageMonster("", "You " + $"{a} " + "the " + Colour.MONSTER + $"{monster[target].name} " + Colour.RESET + "for " + Colour.DAMAGE + $"{damage} " + Colour.RESET + "damage!", p, d, monster, damage);
            }
            else
            {
                CombatUI.ActionSelect(p, monster);
                Console.SetCursorPosition(0, 9);
                Console.WriteLine($"You miss the {monster[target].name}!");
            }
        }
        else if (choice == "2")
        {
            int damage = (p.damage + p.Weapon.damageEffect + p.Weapon.effect) / 2;
            SelectTarget(p, monster, d);
            string text = "You get in a defensive stance, raising your defence and lowering your damage\nYou hit the " + Colour.MONSTER + $"{monster[target].name} " + Colour.RESET + "for " + Colour.DAMAGE + $"{damage} " + Colour.RESET + "damage!";
            p.tempDef = (p.pClass.type == 3)? 7 * p.level: 5 * p.level;
            DamageMonster("", text, p, d, monster, damage);
        }
        else if (choice == "3" && currentAttackOptions[0] != "" && p.energy > 0)
        {
            Player.Attack(p, d, monster, 3);
        }
        else if (choice == "4" && currentAttackOptions[1] != "")
        {
            Player.Attack(p, d, monster, 4);
        }
        else if (choice == "5" && currentAttackOptions[2] != "")
        {
            Player.Attack(p, d, monster, 5);
        }
        else if (choice == "6" && currentAttackOptions[3] != "")
        {
            Player.Attack(p, d, monster, 6);
        }
        else if ((choice == "3" && currentAttackOptions[0] != "" || choice == "4" && currentAttackOptions[1] != "" || choice == "5" && currentAttackOptions[2] != "" || choice == "6" && currentAttackOptions[3] != "") && p.energy > 0)
        {
            CombatUI.ActionSelect(p, monster);
            Console.SetCursorPosition(50, 18);
            Utilities.EmbedColourText(Colour.ENERGY, "You don't have enough ", "energy", "!");
            ActionSelect(p, monster, d);
        }
        else
        {
            ActionSelect(p, monster, d);
        }
    }
示例#28
0
 //Sprite icon;
 // Use this for initialization
 void Start()
 {
     combatUI = FindObjectOfType <CombatUI>();
     DeselectSelf();
     //icon = transform.Find("Image").GetComponent<Image>().sprite;
 }
示例#29
0
    void Start()
    {
        combatQueue = new Character[6];

        CUI     = GameObject.Find("CombatUI").GetComponent <CombatUI> ();
        tCursor = GameObject.Find("TargetCursors").GetComponent <TargetCursor> ();
        GameObject[] CharUI  = new GameObject[3];
        GameObject[] EnemyUI = new GameObject[3];
        Player       = new Character[3];
        Enemy        = new Character[3];
        playerSelect = new Button [3];
        enemySelect  = new Button [3];

        // his block sets up the the characters and character select buttons
        for (int i = 0; i < 3; i++)
        {
            // set up the Character select buttons
            CharacterSelectUI PlayerSUI = GameObject.Find("Player" + i).GetComponent <CharacterSelectUI> ();
            CharacterSelectUI EnemySUI  = GameObject.Find("Enemy" + i).GetComponent <CharacterSelectUI> ();
            PlayerSUI.Init(this);
            EnemySUI.Init(this);

            // Set up the players
            Player[i] = GameObject.Find("Character" + i).GetComponent <Character>();
            Enemy [i] = GameObject.Find("Character" + (i + 3)).GetComponent <Character> ();
            Player [i].Init(this, PlayerSUI);
            Enemy [i].Init(this, EnemySUI);

            playerSelect [i] = GameObject.Find("Player" + i).GetComponent <Button> ();
            enemySelect [i]  = GameObject.Find("Enemy" + i).GetComponent <Button> ();

            // Set up each character's UI
            CharUI [i] = GameObject.Find("CharacterUI" + i);
            CharUI [i].GetComponent <CharacterUI> ().Init(Player [i]);
            EnemyUI [i] = GameObject.Find("CharacterUI" + (i + 3));
            EnemyUI [i].GetComponent <CharacterUI> ().Init(Enemy [i]);

            // Set the character's positions to the buttons
            Player[i].transform.position = new Vector3(playerSelect [i].transform.position.x, playerSelect [i].transform.position.y, 98);
            Enemy [i].transform.position = new Vector3(enemySelect [i].transform.position.x, enemySelect [i].transform.position.y, 98);
        }
        // Get the action buttons and set them up
        Button[] action = new Button[5];
        action [0] = GameObject.Find("ThrowButton").GetComponent <Button> ();
        action [1] = GameObject.Find("CatchButton").GetComponent <Button> ();
        action [2] = GameObject.Find("Skill1Button").GetComponent <Button> ();
        action [3] = GameObject.Find("Skill2Button").GetComponent <Button> ();
        action [4] = GameObject.Find("Skill3Button").GetComponent <Button> ();
        for (int i = 0; i < action.Length; i++)
        {
            action [i].GetComponent <ButtonsUI> ().CM = this;
        }

        // Get text components and the end buttons
        combatAction = GameObject.Find("CombatAction").GetComponent <Text> ();
        combatLog    = GameObject.Find("CombatLog").GetComponentInChildren <CombatLog> ();
        //ballsCaught = new System.Collections.Generic.List<bool>();

        // This sets up the character's healthbars and sets their allies and enemies internally
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                Player [i].allies [j]  = Player [j];
                Player [i].enemies [j] = Enemy [j];
                Enemy [i].allies [j]   = Enemy [j];
                Enemy [i].enemies [j]  = Player [j];
            }
        }
        AI = gameObject.GetComponentInChildren <EnemyAI> ();
    }
示例#30
0
 public static void InitCombatUI(GameObject _combatUIElement, UIHandler _handler)
 {
     CombatUI.Init(_combatUIElement, _handler);
 }
示例#31
0
 private void Awake()
 {
     instance = this;
 }