public void Init(Player player, DieFace dieFace) { if (Utils.isMissing("StatPanelController", new UnityEngine.Object[] { LabelText, IncreaseButton, DecreaseButton, BaseText, DiceText, CardsText, TotalText })) { return; } Player = player; DieFace = dieFace; if (dieFace == DieFace.Attack) { baseStat = 1; } LabelText.text = dieFace + " "; IncreaseButton.onClick.AddListener(delegate { IncreaseBaseStat(true); }); DecreaseButton.onClick.AddListener(delegate { IncreaseBaseStat(false); }); player.RegisterOnCardAddedCallback(OnCardAdded); player.RegisterOnCardRemovedCallback(OnCardRemoved); player.RegisterOnDieAddedCallback(OnDieAdded); player.RegisterOnDieRemovedCallback(OnDieRemoved); player.RegisterOnChargeChangedCallback(OnChargeChanged); }
private void SkillTest() { player = GSC.map.SelectedUnit.GetComponent <Unit>(); int[] temp = new int[3]; if (skillTest == 0) { int damage = 0; for (int i = 0; i < player.strength.Length; i++) { DieFace d = GSC.map.dice[player.strength[i]].faces[Random.Range(0, 6)]; damage += d.hit; //Debug.Log(damage); } if (damage > 3) { Debug.Log("You got 2 more medpacks"); GSC.items["medpack"] += 2; } else { Debug.Log("Skill test failed"); } } if (skillTest == 1) { temp = GSC.map.SelectedUnit.GetComponent <Unit>().insight; } if (skillTest == 2) { temp = GSC.map.SelectedUnit.GetComponent <Unit>().tech; } }
private void SetupForGame() { originalCameraShakeStrength = cameraShakeStrength; gameOverPanel.Hide(); for (int i = 0; i < gameGrid.Length; i++) { gameGrid[i].SetToUnused(); } DieFace startingFace = dice[0].RandomFace(); if (recorder.dice[0] == null || !retrySame) { recorder.dice[0] = startingFace; } else { startingFace = recorder.dice[0]; } GetSquare(0, 0).SetViewAnimated(startingFace); recordDieIndex = 1; selectedDie = null; selectedSquare = null; cameraShakeStrength = 10f; CalculateScore(); StartRound(); }
public void TestDieFaceConstruction() { var die = new DieFace("Qu"); String dieFace = die.FaceCharacter; Assert.AreEqual("Qu", dieFace); }
public DieFace RollDie() { Random random = new Random(); int face = random.Next(1, 7); dieFace = face == 1 ? DieFace.ONE: face == 2 ? DieFace.TWO: face == 3 ? DieFace.THREE:face == 4 ? DieFace.FOUR: face == 5 ? DieFace.FIVE: DieFace.SIX; return(dieFace); }
public Sprite GetSpriteByDieFace(DieFace dieface) { if (!IconSprites.ContainsKey(dieface.ToString())) { Debug.LogError("Missing a sprite? " + dieface.ToString()); return(null); } return(IconSprites[dieface.ToString()]); }
List <GameObject> parseDiceList(string listFile) { //create new parser/readers List <GameObject> toReturn = new List <GameObject>(); string[] fileLines = System.IO.File.ReadAllLines(@listFile); //get next line of die faces for (int i = 0; i < fileLines.Length; i++) { string currLine = fileLines[i]; if (currLine[0] != '#') { string[] splitLineString = currLine.Split(','); int[] splitLineInt = new int[12]; GameObject newDice = (GameObject)Instantiate(Resources.Load("Prefabs/Dice")); newDice.GetComponent <BoxCollider2D>().enabled = false; Dice dice = newDice.GetComponent <Dice>(); DieFace[] faces = new DieFace[6]; if (splitLineString.Length != 12) { Debug.Log("(Line " + i + "): Dice List Parser could not parse invalid line: \n" + currLine); } else { for (int j = 0; j < splitLineString.Length; j++) { try { splitLineInt[j] = int.Parse(splitLineString[j]); } catch (System.FormatException e) { Debug.Log("(Line " + i + "): Dice List Parser could not parse element \"" + splitLineString[j] + "\"\nException thrown: " + e); } } for (int j = 0; j < faces.Length; j++) { faces[j] = new DieFace(); faces[j].Type = splitLineInt[j]; faces[j].Color = splitLineInt[j + 6]; } dice.DieFaces = faces; toReturn.Add(newDice); } } } return(toReturn); }
public void Returns_Correct_Value() { DieFaceGrids.Grids .ForEach(gridKvp => { // Arrange var sut = new DieFace(gridKvp.Value); var expected = gridKvp.Key; // Act var actual = sut.Value; // Assert Assert.Equal(expected, actual); }); }
public void SetFace(DieFace newFace) { currentFace = newFace; if (textComponent != null) { textComponent.text = currentFace.text; } if (imageComponent != null) { imageComponent.color = currentFace.color; imageComponent.sprite = currentFace.sprite; } }
public void Roll() { currentFace = RandomFace(); if (textComponent != null) { textComponent.text = currentFace.text; } if (imageComponent != null) { imageComponent.color = currentFace.color; imageComponent.sprite = currentFace.sprite; } }
public void SetViewAnimated(DieFace newFace) { currentFace = newFace; if (textComponent != null) { textComponent.text = currentFace.text; } if (imageComponent != null) { imageComponent.sprite = currentFace.sprite; Color noAlpha = currentFace.color; noAlpha.a = 0f; imageComponent.color = noAlpha; imageComponent.DOFade(1f, 0.4f).SetEase(Ease.OutCubic); imageComponent.rectTransform.localScale = Vector2.zero; imageComponent.rectTransform.DOScale(1f, 0.4f).SetEase(Ease.OutCubic); } }
IEnumerator startCombat() { accuracy = 0; damage = 0; surge = 0; block = 0; evade = 0; dodge = 0; initAttack.transform.gameObject.SetActive(false); yield return(new WaitForSeconds(1)); for (int i = 0; i < attackDice.Length; i++) { if (i < attacker.weapon.weaponDice.Length) { DieFace d = GSC.data.dice[attacker.weapon.weaponDice[i]].faces[Random.Range(0, 6)]; attackDice[i].color = Color.white; attackDice[i].sprite = d.face; // add attack audio here accuracy += d.accuracy; damage += d.hit; surge += d.surge; } else { attackDice[i].color = Color.clear; } yield return(new WaitForSeconds(.5f)); } if (attacker.weaken && surge > 0) { surge--; } attackResults.text = string.Format(accuracy + " Accuracy, " + damage + " Hit, " + surge + " Surge"); attackResults.transform.gameObject.SetActive(true); yield return(new WaitForSeconds(.5f)); if (accuracy >= attacker.attackRange) { mainText.text = string.Format("Attack Hit!"); } else { mainText.text = string.Format("Range: " + attacker.attackRange + " Accuracy: " + accuracy); } yield return(new WaitForSeconds(.5f)); for (int i = 0; i < defDice.Length; i++) { if (i < defender.defDice.Length) { DieFace d = GSC.data.dice[defender.defDice[i]].faces[Random.Range(0, 6)]; defDice[i].color = Color.white; defDice[i].sprite = d.face; // add defend audio here block += d.block; evade += d.evade; dodge += d.dodge; } else { defDice[i].color = Color.clear; } yield return(new WaitForSeconds(.5f)); } if (defender.weaken && evade > 0) { evade--; } surge -= evade; if (surge < 0) { surge = 0; } if (dodge > 0) { defenseResults.text = string.Format("Attack Dodged!"); } else { defenseResults.text = string.Format(block + " Block, " + evade + " Evade"); } defenseResults.transform.gameObject.SetActive(true); if (surge > 0) { modifyDice.interactable = true; } initAttack.transform.gameObject.SetActive(false); confirm.transform.gameObject.SetActive(true); yield return(null); }
/* * Rolls */ void rollDice() { int index1 = Random.Range(0, DiceList.Count); if (newDice1 != null) { newDice1.GetComponent <SpriteRenderer>().enabled = false; } newDice1 = DiceList[index1]; DiceList.RemoveAt(index1); Dice dice1 = newDice1.GetComponent <Dice>(); newDice1.transform.position = new Vector2(15 + xOffset, 6 + yOffset); newDice1.transform.parent = this.transform; int face1 = Random.Range(0, 6); dice1.RolledFace = dice1.DieFaces[face1]; DieFace rolledFace1 = dice1.RolledFace; newDice1.GetComponent <SpriteRenderer>().sprite = diceFaceSpriteList[rolledFace1.Color][rolledFace1.Type]; newDice1.GetComponent <BoxCollider2D>().enabled = true; int index2 = Random.Range(0, DiceList.Count); if (newDice2 != null) { newDice2.GetComponent <SpriteRenderer>().enabled = false; } newDice2 = DiceList[index2]; DiceList.RemoveAt(index2); Dice dice2 = newDice2.GetComponent <Dice>(); newDice2.transform.position = new Vector2(15 + xOffset, 5 + yOffset); newDice2.transform.parent = this.transform; int face2 = Random.Range(0, 6); dice2.RolledFace = dice2.DieFaces[face2]; DieFace rolledFace2 = dice2.RolledFace; newDice2.GetComponent <SpriteRenderer>().sprite = diceFaceSpriteList[rolledFace2.Color][rolledFace2.Type]; newDice2.GetComponent <BoxCollider2D>().enabled = true; int index3 = Random.Range(0, DiceList.Count); if (newDice3 != null) { newDice3.GetComponent <SpriteRenderer>().enabled = false; } newDice3 = DiceList[index3]; DiceList.RemoveAt(index3); Dice dice3 = newDice3.GetComponent <Dice>(); newDice3.transform.position = new Vector2(15 + xOffset, 4 + yOffset); newDice3.transform.parent = this.transform; int face3 = Random.Range(0, 6); dice3.RolledFace = dice3.DieFaces[face3]; DieFace rolledFace3 = dice3.RolledFace; newDice3.GetComponent <SpriteRenderer>().sprite = diceFaceSpriteList[rolledFace3.Color][rolledFace3.Type]; newDice3.GetComponent <BoxCollider2D>().enabled = true; RolledDice = new List <GameObject>(); RolledDice.Add(newDice1); RolledDice.Add(newDice2); RolledDice.Add(newDice3); state = State.ROLLED; }
public Die() { this.dieFace = DieFace.ONE; }