public BattleActor(string actorName, Weapon actorWeapon) { name = actorName; weapon = actorWeapon; remainingHealth = 1; // Default speed = 5; // Default defense = 0; // Default }
public BattleActor(string actorName, Weapon actorWeapon, int actorHealth, int actorSpeed, int actorDefense) { name = actorName; weapon = actorWeapon; health = remainingHealth = actorHealth; speed = actorSpeed; defense = actorDefense; }
public Player(string playerName, Weapon playerWeapon, float playerXp, float playerChange, int playerKills) : base(playerName, playerWeapon) { name = playerName; xp = playerXp; level = Player.CalculateLevel(xp); change = playerChange; kills = playerKills; health = 30 * (int)(1 + level * 0.1f); remainingHealth = health; }
bool WeaponSelectItem(Weapon weapon, bool bSelectable=false) { bool selected = false; Rect lastRect; if(null == weapon) return false; /******/ GUILayout.BeginVertical(GUILayout.Width(WEAPON_SELECT_ITEM_WIDTH), GUILayout.Height(WEAPON_SELECT_ITEM_HEIGHT)); GUILayout.Space(10); WeaponItemTopBar(weapon.name, weapon.type, weapon.roll); GUILayout.Box("", "Divider"); WeaponItemDetails(weapon); GUILayout.Box("", "Divider"); WeaponItemAttacks(weapon.attacks.Values); GUILayout.FlexibleSpace(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if(bSelectable && (GUILayout.Button("Select", "ShortButton"))) { selected = true; } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.EndVertical(); lastRect = GUILayoutUtility.GetLastRect(); GUI.Box(lastRect, ""); return selected; }
void WeaponItemTopBar(string name, Weapon.Type type, Roll roll) { string weaponType = "WeaponTypeIcon"; string dieColor = "WeaponRoll_"; dieColor += roll.dieName; if(type == Weapon.Type.Melee) weaponType += "Melee"; else if(type == Weapon.Type.Ranged) weaponType += "Ranged"; else if(type == Weapon.Type.Magical) weaponType += "Magical"; GUILayout.BeginHorizontal(GUILayout.Height(25)); GUILayout.Space(10); GUILayout.Box("", weaponType, GUILayout.Width(30), GUILayout.Height(30)); GUILayout.FlexibleSpace(); GUILayout.Box(string.Format("{0}", name), "ShortLabel", GUILayout.Width(180)); GUILayout.FlexibleSpace(); GUILayout.Box(string.Format("{0}{1}", roll.count, roll.dieName), "WeaponLevel", GUILayout.Width(30), GUILayout.Height(30)); //GUILayout.Box(string.Format("{0}", roll.count), dieColor, GUILayout.Width(30), GUILayout.Height(30)); GUILayout.Space(10); GUILayout.EndHorizontal(); }
void WeaponItemDetails(Weapon weapon) { GUILayout.BeginHorizontal(); GUILayout.Space(15); // Type image GUILayout.Box(diceIcons[weapon.roll.dieName], GUILayout.Width(85), GUILayout.Height(85)); GUILayout.FlexibleSpace(); // Vertical column of modifiers GUILayout.BeginVertical(); WeaponItemModifier("Level: ", weapon.level, "WeaponLevel", false); WeaponItemModifier("Damage: ", weapon.damageModifier, weapon.damageModifier < 0 ? "WeaponModifierNegative" : "WeaponModifier" ); WeaponItemModifier("Speed: ", weapon.speedModifier, weapon.speedModifier > 0 ? "WeaponModifierNegative" : "WeaponModifier" ); WeaponItemModifier("Defense: ", weapon.defenseModifier, weapon.defenseModifier > 0 ? "WeaponModifierNegative" : "WeaponModifier"); GUILayout.EndVertical(); GUILayout.Space(15); GUILayout.EndHorizontal(); }
public void changeWeapon(Weapon theWeapon) { // Set this as the current weapon weapon = theWeapon; // Accept the change }
public Player(string playerName, Weapon playerWeapon, float playerXp, float playerChange, int playerKills) : base(playerName, playerWeapon) { name = playerName; xp = playerXp; level = Player.CalculateLevel(xp); change = playerChange; kills = playerKills; health = 30 * (int)(1 + level*0.1f); remainingHealth = health; }
public void changeWeapon(Weapon theWeapon) { // Set this as the current weapon weapon = theWeapon; // Accept the change }
public BattleActor(string actorName, Weapon actorWeapon, int actorHealth, int actorSpeed, int actorDefense) { name = actorName; weapon = actorWeapon; health = remainingHealth = actorHealth; speed = actorSpeed; defense = actorDefense; }
public BattleActor(string actorName, Weapon actorWeapon) { name = actorName; weapon = actorWeapon; remainingHealth = 1; // Default speed = 5; // Default defense = 0; // Default }