void OnMouseDown () { foreach (Button thisButton in buttonArray) { thisButton.GetComponent<SpriteRenderer>().color = Color.black; } GetComponent<SpriteRenderer>().color = Color.white; selectedDefender = defenderPrefab; }
void Start () { spawnerArray = GameObject.FindObjectsOfType<Spawner>(); projectileParent = GameObject.Find("Projectiles"); if (!projectileParent) projectileParent = new GameObject("Projectiles"); myDefender = GetComponent<Defender>(); }
// Use this for initialization void Start () { playerParent = GameObject.Find("Player"); if (!playerParent) {playerParent = new GameObject("Player");} defender = GameObject.FindObjectOfType<Defender>(); if (defender) { defender.transform.parent = playerParent.transform; } destination = defender.transform.position; }
// Use this for initialization void Start () { myDefender = FindObjectOfType<Defender>(); myHealth = myDefender.GetComponent<Health>(); myAudioSource = myDefender.GetComponent<AudioSource>(); if(!myAudioSource) { myAudioSource = myDefender.gameObject.AddComponent<AudioSource>(); } myText = transform.parent.GetComponentInChildren<Text>(); myText.text = " "; barLevel = Status.LEVEL0; damageCounter = 0; playerHealthBar = FindObjectOfType<HealthBar>(); }
public virtual void OnTriggerEnter2D(Collider2D collider) { print ("superclass trigger"); //Debug.Log (name + " trigger enter"); Defender defender = collider.gameObject.GetComponent<Defender> (); //if defender exists if (defender) { print (this.name + collider.name + " fight"); currentTarget = collider.gameObject.GetComponent<Defender> (); anim.SetTrigger ("Attacking"); } Projectiles projectile = collider.gameObject.GetComponent<Projectiles> (); if (projectile) { health -= projectile.getDamage(); projectile.Hit (); } }
public void Attack(Defender target) { animator.SetBool("IsAttacking", true); currentTarget = target; }
private void SpawnDefender() { Defender defenderIns = Instantiate(defender, GetSquareClicked(), transform.rotation) as Defender; }
public void SetTargetAndStartAttack(Defender target) { this.target = target; ToggleWalk(); animator.SetBool("doAttack", true); }
private void spawnDefender(Vector2 worldPos) { Defender newDefender = Instantiate(defender, worldPos, Quaternion.identity) as Defender; }
public void SetSelectedDefender(Defender defenderToSelect) { defender = defenderToSelect; }
public void SetSelectedDefender(Defender defender) { this.defender = defender; }
public SiteConquered(List <Property> properties, World world) : base(properties, world) { Initialize(); foreach (Property property in properties) { switch (property.Name) { case "ordinal": Ordinal = Convert.ToInt32(property.Value); break; case "war_eventcol": ParentCollection = world.GetEventCollection(Convert.ToInt32(property.Value)); break; case "site_id": Site = world.GetSite(Convert.ToInt32(property.Value)); break; case "attacking_enid": Attacker = world.GetEntity(Convert.ToInt32(property.Value)); break; case "defending_enid": Defender = world.GetEntity(Convert.ToInt32(property.Value)); break; } } if (Collection.OfType <PlunderedSite>().Any()) { ConquerType = SiteConqueredType.Pillaging; } else if (Collection.OfType <DestroyedSite>().Any()) { ConquerType = SiteConqueredType.Destruction; } else if (Collection.OfType <NewSiteLeader>().Any() || Collection.OfType <SiteTakenOver>().Any()) { ConquerType = SiteConqueredType.Conquest; } else if (Collection.OfType <SiteTributeForced>().Any()) { ConquerType = SiteConqueredType.TributeEnforcement; } else { ConquerType = SiteConqueredType.Invasion; } if (ConquerType == SiteConqueredType.Pillaging || ConquerType == SiteConqueredType.Invasion || ConquerType == SiteConqueredType.TributeEnforcement) { Notable = false; } Site.Warfare.Add(this); if (ParentCollection is War) { War war = ParentCollection as War; war.DeathCount += Collection.OfType <HfDied>().Count(); if (Attacker == war.Attacker) { war.AttackerVictories.Add(this); } else { war.DefenderVictories.Add(this); } } Attacker.AddEventCollection(this); Defender.AddEventCollection(this); Site.AddEventCollection(this); }
public void SetSelectedDefender(Defender defenderPrefabToSelect) { defenderPrefab = defenderPrefabToSelect; }
public void SetSelectedDefender(Defender defenderToSelect) { defender = defenderToSelect; //Debug.Log("DefenderSelected is" + defender.name); }
public void ResetSelectedDefender() { defender = null; }
private void SpawnDefender(Vector2 roundedPos) { Defender newDefender = Instantiate(defender, roundedPos, Quaternion.identity) as Defender; // as GameObject so we can see it in the hierarchy, we can manipulate if we need too newDefender.transform.parent = defenderParent.transform; //its instantiated as a child to our defender parent }
private void SpawnDefender(Vector2 position) { Defender newDefender = Instantiate(defender, position, Quaternion.identity) as Defender; newDefender.transform.parent = defenderParent.transform; }
public void SetDefenderPrefab(Defender defender) { _defenderPrefab = defender; _resourceSystem = FindObjectOfType <ResourceSystem>(); }
public void SetDefender(Defender defenderSelected) { defender = defenderSelected; }
// Use this for initialization void Start() { anim = GetComponent <Animator>(); defender = GetComponent <Defender>(); }
private void SpawnDefender(Vector2 worldPos) { Defender newDefender = Instantiate(defender, worldPos, transform.rotation) as Defender; newDefender.transform.parent = defenderParent.transform; }
public Result Resolve(CombatOptions options = null, int?repeat = null) { Result result = new Result(); result.Attacker = Attacker; result.Defender = Defender; bool isAttackerTurn = true; if (repeat == null) { repeat = Repeat; } if (options == null) { options = new CombatOptions(); } this.combatOptions = options; for (int i = 0; i < repeat; i++) { turn = 0; Attacker.Init(); Defender.Init(); foreach (Card card in combatOptions.DefenderCards) { Defender.Hand.Add(card.Clone()); } foreach (Card card in combatOptions.AttackerCards) { Attacker.Hand.Add(card); } while (Attacker.IsAlive && Defender.IsAlive) { turn++; isAttackerTurn = (turn % 2) == 1; try { if (isAttackerTurn) { DoTurn(Attacker, Defender); } else { DoTurn(Defender, Attacker); } } catch (DeadPlayerExeption dpex) { result.RecordLoss(dpex.DeadPlayer.Id); break; } if (turn > MAX_TURNS) { result.RecordLoss(Attacker.Id); break; } } } return(result); }
private void SpawnDefender(Vector2 roundedPos) { Defender newDefender = Instantiate(defender, roundedPos, Quaternion.identity) as Defender; newDefender.transform.parent = defenderParent.transform; }
int CheckStarCost(GameObject defenderPrefab) { Defender thisDefender = defenderPrefab.GetComponent <Defender>(); return(thisDefender.starCost); }
private void RemoveSpawnedDefender(Defender defender) { defender.OnDeath -= RemoveSpawnedDefender; _spawnedDefenders.Remove(defender.transform.position); }
/// <summary> /// This constructor uses the abstract classes that will later be specified by the ForestRealmFactory and PlainsRealmFactory. /// </summary> /// <param name="realmFactory">The abstract realmFactory that handles the initialization of it's own attackers and defenders.</param> public FantasyRealm(FantasyRealmFactory realmFactory) { attaker = realmFactory.CreateAttacker(); defender = realmFactory.CreateDefender(); }
private void SpawnDefender(Vector2 roundedPos) { Defender newDefender = Instantiate(defender, roundedPos, Quaternion.identity) as Defender; Debug.Log(roundedPos); }
private void Start() { animator = GetComponent <Animator>(); target = null; }
void setTurretDefender(Defender def) { this.turretDefender = def; }
public void setTileOccupation(Vector2 v, Defender defender) { this.defenderTilesOccupation[(int)v.x - 1, (int)v.y - 1] = defender; }