示例#1
0
    public void GiveShield(float power, float sSpeed, float sRegen, List <System.Object> fragDicts)
    {
        GameObject shieldObj = Instantiate(Resources.Load("Prefabs/MainCanvas/EnemyShield")) as GameObject;

        shieldObj.transform.SetParent(transform, false);
        shield = shieldObj.GetComponent <EnemyShield>();
        shield.ConfigureShield(power, power, sRegen, sSpeed, fragDicts);
        shield.MakeStuffRealTinyInPreparationForGrowing();
        shield.GrowShields();
    }
示例#2
0
    public void ConfigureEnemy()
    {
        FileLoader fl   = new FileLoader("JSONData" + Path.DirectorySeparatorChar + "Bestiary", srcFileName);
        string     json = fl.Read();
        //Debug.Log (json.Length);
        Dictionary <string, System.Object> data = (Dictionary <string, System.Object>)Json.Deserialize(json);

        maxhp            = (float)(double)data ["maxHP"];
        hp               = (float)(double)data ["HP"];
        impactDamage     = (float)(double)data ["damage"];
        baseImpactDamage = impactDamage;
        impactTime       = (float)(double)data ["impactTime"];
        radius           = (float)(double)data ["size"];
        maxShields       = (float)(double)data ["maxShields"];
        shields          = (float)(double)data ["shields"];
        tripsTraps       = (bool)data ["tripsTraps"];
        shieldPen        = (bool)data ["shieldPen"];

        rarityUpWithHits  = (bool)data ["rarityUpWithHits"];
        rareDropThreshold = (int)(long)data ["rareDropThreshold"];
        rareChance        = (float)(double)data ["rareChance"];
        normalChance      = (float)(double)data ["normalChance"];
        omnitechChance    = (float)(double)data["omnitechChance"];

        //apply Risk bonuses to drop/rarity rates
        ApplyRiskBonuses();

        //shield stuff
        if (data.ContainsKey("shielded"))
        {
            bool shielded = (bool)data["shielded"];
            if (shielded)             //from here we assume all the shield properties are defined
            {
                float shieldMax   = (float)(double)data ["shieldMax"];
                float shieldHP    = (float)(double)data ["shieldHP"];
                float shieldRegen = (float)(double)data ["shieldRegen"];
                float shieldSpeed = (float)(double)data["shieldSpeed"];
                List <System.Object> fragments = (List <System.Object>)data["fragments"];

                GameObject shieldObj = Instantiate(Resources.Load("Prefabs/MainCanvas/EnemyShield")) as GameObject;
                shieldObj.transform.SetParent(transform, false);
                shield = shieldObj.GetComponent <EnemyShield>();
                shield.ConfigureShield(shieldMax, shieldHP, shieldRegen, shieldSpeed, fragments);
            }
        }

        //movement types
        moverType = (string)data["movementType"];
    }
示例#3
0
 public void GiveShield(float power,float sSpeed, float sRegen, List<System.Object> fragDicts)
 {
     GameObject shieldObj = Instantiate (Resources.Load ("Prefabs/MainCanvas/EnemyShield")) as GameObject;
     shieldObj.transform.SetParent(transform,false);
     shield = shieldObj.GetComponent<EnemyShield>();
     shield.ConfigureShield(power,power,sRegen,sSpeed,fragDicts);
     shield.MakeStuffRealTinyInPreparationForGrowing();
     shield.GrowShields();
 }
示例#4
0
    public void ConfigureEnemy()
    {
        FileLoader fl = new FileLoader ("JSONData" + Path.DirectorySeparatorChar + "Bestiary",srcFileName);
        string json = fl.Read ();
        //Debug.Log (json.Length);
        Dictionary<string,System.Object> data = (Dictionary<string,System.Object>)Json.Deserialize (json);
        maxhp = (float)(double)data ["maxHP"];
        hp = (float)(double)data ["HP"];
        impactDamage = (float)(double)data ["damage"];
        impactTime = (float)(double)data ["impactTime"];
        radius = (float)(double)data ["size"];
        maxShields = (float)(double)data ["maxShields"];
        shields = (float)(double)data ["shields"];
        tripsTraps = (bool)data ["tripsTraps"];
        shieldPen = (bool)data ["shieldPen"];

        rarityUpWithHits = (bool)data ["rarityUpWithHits"];
        rareDropThreshold = (int)(long)data ["rareDropThreshold"];
        rareChance = (float)(double)data ["rareChance"];
        normalChance = (float)(double)data ["normalChance"];

        //shield stuff
        if(data.ContainsKey("shielded")){
            bool shielded = (bool)data["shielded"];
            if(shielded){ //from here we assume all the shield properties are defined
                float shieldMax = (float)(double)data ["shieldMax"];
                float shieldHP = (float)(double)data ["shieldHP"];
                float shieldRegen = (float)(double)data ["shieldRegen"];
                float shieldSpeed = (float)(double)data["shieldSpeed"];
                List<System.Object> fragments = (List<System.Object>)data["fragments"];

                GameObject shieldObj = Instantiate (Resources.Load ("Prefabs/MainCanvas/EnemyShield")) as GameObject;
                shieldObj.transform.SetParent(transform,false);
                shield = shieldObj.GetComponent<EnemyShield>();
                shield.ConfigureShield(shieldMax,shieldHP,shieldRegen,shieldSpeed,fragments);
            }
        }

        //movement types
        moverType = (string)data["movementType"];
    }
示例#5
0
    public void ConfigureEnemy()
    {
        FileLoader fl = new FileLoader ("JSONData" + Path.DirectorySeparatorChar + "Bestiary",srcFileName);
        string json = fl.Read ();
        //Debug.Log (json.Length);
        Dictionary<string,System.Object> data = (Dictionary<string,System.Object>)Json.Deserialize (json);
        maxhp = (float)(double)data ["maxHP"];
        hp = (float)(double)data ["HP"];
        impactDamage = (float)(double)data ["damage"];
        impactTime = (float)(double)data ["impactTime"];
        radius = (float)(double)data ["size"];
        maxShields = (float)(double)data ["maxShields"];
        shields = (float)(double)data ["shields"];
        tripsTraps = (bool)data ["tripsTraps"];
        shieldPen = (bool)data ["shieldPen"];

        rarityUpWithHits = (bool)data ["rarityUpWithHits"];
        rareDropThreshold = (int)(long)data ["rareDropThreshold"];
        rareChance = (float)(double)data ["rareChance"];
        normalChance = (float)(double)data ["normalChance"];

        //shield stuff
        if(data.ContainsKey("shielded")){
            bool shielded = (bool)data["shielded"];
            if(shielded){ //from here we assume all the shield properties are defined
                float shieldMax = (float)(double)data ["shieldMax"];
                float shieldHP = (float)(double)data ["shieldHP"];
                float shieldRegen = (float)(double)data ["shieldRegen"];
                float shieldSpeed = (float)(double)data["shieldSpeed"];
                List<System.Object> fragments = (List<System.Object>)data["fragments"];

                GameObject shieldObj = Instantiate (Resources.Load ("Prefabs/MainCanvas/EnemyShield")) as GameObject;
                shieldObj.transform.SetParent(transform,false);
                shield = shieldObj.GetComponent<EnemyShield>();
                shield.ConfigureShield(shieldMax,shieldHP,shieldRegen,shieldSpeed,fragments);
            }
        }

        //movement types
        string moveString = (string)data["movementType"];
        /*if(moveString.Equals("Linear")){
            mover = new LinearMover(this);
        }else if(moveString.Equals("Linear_Right")){
            mover = new LinearMover(this);
            mover.PutInRightLane();
        }else if(moveString.Equals("Linear_Left")){
            mover = new LinearMover(this);
            mover.PutInLeftLane();
        }else if(moveString.Equals("Slowing_Linear")){
            mover = new SlowingLinearMover(this);
        }else if(moveString.Equals("Slowing_Linear_Right")){
            mover = new SlowingLinearMover(this);
            mover.PutInRightLane();
        }else if(moveString.Equals("Slowing_Linear_Left")){
            mover = new SlowingLinearMover(this);
            mover.PutInLeftLane();
        }else if(moveString.Equals ("Zigzag")){
            mover = new ZigzagMover(this);
        }else if(moveString.Equals ("Zigzag_Mirror")){
            ZigzagMover zm = new ZigzagMover(this);
            zm.Mirror();
            mover = zm;
        }else if(moveString.Equals ("Strafing")){
            mover = new StrafingMover(this);
        }else if(moveString.Equals ("Strafing_Mirror")){
            StrafingMover sm = new StrafingMover(this);
            sm.Mirror();
            mover = sm;
        }else if(moveString.Equals ("Sine")){
            mover = new SineMover(this);
        }else if(moveString.Equals ("Sine_Mirror")){
            SineMover sm = new SineMover(this);
            sm.Mirror();
            mover = sm;
        }else if(moveString.Equals ("Swerve_Left")){
            mover = new SwerveMover(this);
        }else if(moveString.Equals ("Swerve_Right")){
            SwerveMover sm = new SwerveMover(this);
            sm.Mirror();
            mover = sm;
        }else if(moveString.Equals ("Swerve_In_Left")){
            SwerveMover sm = new SwerveMover(this);
            sm.PutInRightLane();
            mover = sm;
        }else if(moveString.Equals ("Swerve_In_Right")){
            SwerveMover sm = new SwerveMover(this);
            sm.PutInLeftLane();
            sm.Mirror();
            mover = sm;
        }else if(moveString.Equals ("Semicircle")){
            mover = new SemicircleMover(this);
        }else if(moveString.Equals ("Semicircle_Mirror")){
            SemicircleMover sm = new SemicircleMover(this);
            sm.Mirror();
            mover = sm;
        }else if(moveString.Equals ("Blink")){
            mover = new BlinkMover(this);
        }else if(moveString.Equals ("Blink_Mirror")){
            BlinkMover bm = new BlinkMover(this);
            bm.Mirror();
            mover = bm;
        }else if(moveString.Equals ("Wink")){
            mover = new WinkMover(this);
        }else if(moveString.Equals ("Wink_Mirror")){
            WinkMover wm = new WinkMover(this);
            wm.Mirror();
            mover = wm;
        }else if(moveString.Equals ("Sidestep")){
            mover = new SidestepMover(this);
        }else if(moveString.Equals ("Sidestep_Mirror")){
            SidestepMover sm = new SidestepMover(this);
            sm.Mirror();
            mover = sm;
        }
        //do any lane overriding
        mover.RightOffset(moverLaneOverride);*/
    }
示例#6
0
    public void ConfigureEnemy()
    {
        FileLoader fl   = new FileLoader("JSONData" + Path.DirectorySeparatorChar + "Bestiary", srcFileName);
        string     json = fl.Read();
        //Debug.Log (json.Length);
        Dictionary <string, System.Object> data = (Dictionary <string, System.Object>)Json.Deserialize(json);

        maxhp        = (float)(double)data ["maxHP"];
        hp           = (float)(double)data ["HP"];
        impactDamage = (float)(double)data ["damage"];
        impactTime   = (float)(double)data ["impactTime"];
        radius       = (float)(double)data ["size"];
        maxShields   = (float)(double)data ["maxShields"];
        shields      = (float)(double)data ["shields"];
        tripsTraps   = (bool)data ["tripsTraps"];
        shieldPen    = (bool)data ["shieldPen"];

        rarityUpWithHits  = (bool)data ["rarityUpWithHits"];
        rareDropThreshold = (int)(long)data ["rareDropThreshold"];
        rareChance        = (float)(double)data ["rareChance"];
        normalChance      = (float)(double)data ["normalChance"];

        //shield stuff
        if (data.ContainsKey("shielded"))
        {
            bool shielded = (bool)data["shielded"];
            if (shielded)             //from here we assume all the shield properties are defined
            {
                float shieldMax   = (float)(double)data ["shieldMax"];
                float shieldHP    = (float)(double)data ["shieldHP"];
                float shieldRegen = (float)(double)data ["shieldRegen"];
                float shieldSpeed = (float)(double)data["shieldSpeed"];
                List <System.Object> fragments = (List <System.Object>)data["fragments"];

                GameObject shieldObj = Instantiate(Resources.Load("Prefabs/MainCanvas/EnemyShield")) as GameObject;
                shieldObj.transform.SetParent(transform, false);
                shield = shieldObj.GetComponent <EnemyShield>();
                shield.ConfigureShield(shieldMax, shieldHP, shieldRegen, shieldSpeed, fragments);
            }
        }

        //movement types
        string moveString = (string)data["movementType"];

        /*if(moveString.Equals("Linear")){
         *      mover = new LinearMover(this);
         * }else if(moveString.Equals("Linear_Right")){
         *      mover = new LinearMover(this);
         *      mover.PutInRightLane();
         * }else if(moveString.Equals("Linear_Left")){
         *      mover = new LinearMover(this);
         *      mover.PutInLeftLane();
         * }else if(moveString.Equals("Slowing_Linear")){
         *      mover = new SlowingLinearMover(this);
         * }else if(moveString.Equals("Slowing_Linear_Right")){
         *      mover = new SlowingLinearMover(this);
         *      mover.PutInRightLane();
         * }else if(moveString.Equals("Slowing_Linear_Left")){
         *      mover = new SlowingLinearMover(this);
         *      mover.PutInLeftLane();
         * }else if(moveString.Equals ("Zigzag")){
         *      mover = new ZigzagMover(this);
         * }else if(moveString.Equals ("Zigzag_Mirror")){
         *      ZigzagMover zm = new ZigzagMover(this);
         *      zm.Mirror();
         *      mover = zm;
         * }else if(moveString.Equals ("Strafing")){
         *      mover = new StrafingMover(this);
         * }else if(moveString.Equals ("Strafing_Mirror")){
         *      StrafingMover sm = new StrafingMover(this);
         *      sm.Mirror();
         *      mover = sm;
         * }else if(moveString.Equals ("Sine")){
         *      mover = new SineMover(this);
         * }else if(moveString.Equals ("Sine_Mirror")){
         *      SineMover sm = new SineMover(this);
         *      sm.Mirror();
         *      mover = sm;
         * }else if(moveString.Equals ("Swerve_Left")){
         *      mover = new SwerveMover(this);
         * }else if(moveString.Equals ("Swerve_Right")){
         *      SwerveMover sm = new SwerveMover(this);
         *      sm.Mirror();
         *      mover = sm;
         * }else if(moveString.Equals ("Swerve_In_Left")){
         *      SwerveMover sm = new SwerveMover(this);
         *      sm.PutInRightLane();
         *      mover = sm;
         * }else if(moveString.Equals ("Swerve_In_Right")){
         *      SwerveMover sm = new SwerveMover(this);
         *      sm.PutInLeftLane();
         *      sm.Mirror();
         *      mover = sm;
         * }else if(moveString.Equals ("Semicircle")){
         *      mover = new SemicircleMover(this);
         * }else if(moveString.Equals ("Semicircle_Mirror")){
         *      SemicircleMover sm = new SemicircleMover(this);
         *      sm.Mirror();
         *      mover = sm;
         * }else if(moveString.Equals ("Blink")){
         *      mover = new BlinkMover(this);
         * }else if(moveString.Equals ("Blink_Mirror")){
         *      BlinkMover bm = new BlinkMover(this);
         *      bm.Mirror();
         *      mover = bm;
         * }else if(moveString.Equals ("Wink")){
         *      mover = new WinkMover(this);
         * }else if(moveString.Equals ("Wink_Mirror")){
         *      WinkMover wm = new WinkMover(this);
         *      wm.Mirror();
         *      mover = wm;
         * }else if(moveString.Equals ("Sidestep")){
         *      mover = new SidestepMover(this);
         * }else if(moveString.Equals ("Sidestep_Mirror")){
         *      SidestepMover sm = new SidestepMover(this);
         *      sm.Mirror();
         *      mover = sm;
         * }
         * //do any lane overriding
         * mover.RightOffset(moverLaneOverride);*/
    }