public override void Play(SC_Player c) { if (OnTheRing) { stayOnRing = false; additionalCardsToModify.Remove(this); } else { foreach (RingSlot r in (c.IsLocalPlayer ? UI.localRingSlots : UI.otherRingSlots)) { if (!r.occupied) { goto OpenSlot; } } stayOnRing = false; } OpenSlot: if (stayOnRing) { additionalCardsToModify.Add(this); } base.Play(c); }
public IEnumerator FinishCombo(int nbr) { yield return(StartCoroutine(SC_Player.WaitForPlayers())); modifierCards.Remove(this); for (int i = 0; i < nbr; i++) { StartCoroutine(Caller.Graveyard.Cards[Caller.Graveyard.Cards.Count - 1].UICard.DiscardToDeck(Caller.Deck)); } if (nbr > 0) { yield return(new WaitForSeconds(GM.refillTime)); } if (Caller.IsLocalPlayer || Caller.AI) { if (Receiver.Stamina < 3) { StartPinfallChoice(); } else { NextTurn(); } } }
// Use this for initialization void Start() { SC_PlayerRef = this.GetComponent <SC_Player>(); _Color = SC_PlayerRef.GetSpriteColor(); b_TrailOn = false; _LastPos = transform.position; }
public void addPlayerInPU(SC_Player SC_PlayerRef) { a_SC_Player.Add(SC_PlayerRef); a_flashLights[a_SC_Player.Count - 1].intensity = 2; a_i_killCountStart.Add((float)SC_PlayerRef.SC_playerComboCounterRef.i_killCount); setLightsforFlash(); //a_colorsToFlash.Add(flashColor); //if(b_timerActivated == false) b_timerActivated = true; }
void Start() { b_IsInPuMode = false; SC_ScoreCounterRef = GameObject.FindGameObjectWithTag("scoreCounter").GetComponent <SC_ScoreCounter>(); v_startSize = transform.localScale; v_startPos = transform.position; SC_PlayerRef = player.GetComponent <SC_Player>(); this.guiText.color = SC_PlayerRef.s_Color; }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { foreach (SC_BaseCard c in (user.IsLocalPlayer ? UI.otherRingSlots : UI.localRingSlots)[0].slot.parent.GetComponentsInChildren <SC_BaseCard> ()) { if (c.Is(SC_Global.CardType.Mytho)) { return(base.CanUse(user, ignorePriority, ignoreLocks)); } } return(false); }
// Use this for initialization void Start() { //SYSTEM AVEC PARTICLE SYSTEM //p_dashTrailParticle = this.transform.FindChild("p_dashTrailParticle").particleSystem; SC_PlayerRef = this.GetComponent <SC_Player>(); _Color = SC_PlayerRef.GetSpriteColor(); //renderer.material.color = _Color; b_TrailOn = false; b_TrailLaunched = false; }
public void ApplyAllModifiersToCard(SC_Player owner, bool add) { foreach (SC_BaseCard m in modifierCards) { if (m.effectTarget.IsLocalPlayer == owner.IsLocalPlayer) { m.ApplyModifiersToCard(this, add); } } UpdateValuesUI(); }
void Start() { SC_playerComboRef = this.GetComponent <SC_playerCombo>(); l_lifeLamp = this.transform.FindChild("LifeLamp").light; SC_lifeLampRef = l_lifeLamp.GetComponent <SC_GetColorSprite>(); SC_mainLightRef = GameObject.Find("flashLight_root").GetComponent <SC_mainLight>(); SC_dashTrailRef = this.GetComponent <SC_dashTrail>(); SC_playerDeathRef = this.GetComponent <SC_playerDeath>(); SC_PlayerRef = this.GetComponent <SC_Player>(); c_Color = SC_PlayerRef.s_Color; }
// Use this for initialization void Start() { _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent<SC_SoundManager>(); SC_PlayerRef = this.GetComponent<SC_Player>(); SC_playerComboCounterRef = SC_PlayerRef.SC_playerComboCounterRef; SC_ScoreCounterRef = GameObject.Find("guiSCOREcounter").GetComponent<SC_ScoreCounter>(); SC_PlayerRef = GetComponent<SC_Player>(); SC_PlayerComboRef = GetComponent<SC_playerCombo>(); //POUR LE DASHFIRE SC_dashTrailRef = GetComponent<SC_dashTrail>(); f_initialDashFade = SC_PlayerRef.f_TrailfadeOutSpeed; f_initialTrailSpeed = SC_dashTrailRef.f_TrailSpeed; }
protected virtual IEnumerator ApplyEffects() { foreach (CommonEffect e in commonEffects) { CurrentEffect = e; effectTarget = CurrentEffect.effectOnOpponent ? Receiver : Caller; MethodInfo mi = typeof(SC_BaseCard).GetMethod(e.effectType.ToString()); if (mi != null) { yield return(StartCoroutine(ApplyEffect(() => { mi.Invoke(this, null); }))); } } }
public virtual void Play(SC_Player c) { if (OnTheRing && RingPlay()) { return; } UI.messagePanel.SetActive(false); TryInterceptFinish(); activeCard = this; if (!originalCard) { originalCard = this; } Caller = c; Receiver = Caller.IsLocalPlayer ? otherPlayer : localPlayer; UICard.RecT.SetParent(UICard.RecT.parent.parent); if (!OnTheRing) { Caller.Hand.Remove(this); SC_Deck.OrganizeHand(Caller.IsLocalPlayer ? GM.localHand : GM.otherHand); UICard.RecT.pivot = Vector2.one * .5f; UICard.RecT.anchoredPosition3D = Vector3.up * (Caller.IsLocalPlayer ? UICard.RecT.sizeDelta.y / 2 : (GM.transform as RectTransform).sizeDelta.y - UICard.RecT.sizeDelta.y / 2); } else { (Caller.IsLocalPlayer ? UI.localRingSlots : UI.otherRingSlots)[RingSlot].occupied = false; RingSlot = -1; } UICard.RecT.DOLocalMove(Vector3.zero, 1); DOTween.Sequence().Append(UICard.RecT.DOSizeDelta(UICard.RecT.sizeDelta * GM.playedSizeMultiplicator, 1)).OnComplete(() => { StartCoroutine(Use()); }); UICard.Flip(!UICard.FaceUp, 1); }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { if (boosting) { return(base.CanUse(user, ignorePriority, ignoreLocks)); } else { commonEffects.RemoveAt(0); bool b = base.CanUse(user, ignorePriority, true) && SC_Player.otherPlayer.Pinned; commonEffects.Insert(0, new CommonEffect(CommonEffectType.Boost)); return(b); } }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { if (boosting) { return(base.CanUse(user, ignorePriority, ignoreLocks)); } else { commonEffects.Clear(); bool b = base.CanUse(user, ignorePriority, true) && SC_Player.nonActivePlayer.Submitted; commonEffects.Add(new CommonEffect(CommonEffectType.Boost)); return(b); } }
// Use this for initialization void Start() { i_PlayerId = (int)GetComponent <SC_Player>().playerIndex; b_ChoiceGiven = false; _BatimentManager = GameObject.FindWithTag("BATIMENT_MANAGER").GetComponent <SC_BatimentManager>(); SC_PlayerRef = this.GetComponent <SC_Player>(); p_rightParticle.startColor = SC_PlayerRef.s_brightColor; p_leftParticle.startColor = SC_PlayerRef.s_brightColor; SC_particleRefR = p_rightParticle.GetComponent <SC_particleSetRotation>(); SC_particleRefL = p_leftParticle.GetComponent <SC_particleSetRotation>(); c_brightPlayerColor = SC_PlayerRef.s_brightColor; }
void Start() { //_Player = this.gameObject; SC_BatimentChoiceRef = this.GetComponent <SC_BatimentChoice>(); l_LifeLamp = transform.Find("LifeLamp").light; f_LifeAmountMax = f_LifeAmount; f_LifeLampMax = l_LifeLamp.spotAngle; //v_StartPos = transform.position; v_respawnPoint = GameObject.FindGameObjectWithTag("respawnPoint").transform.position; v_respawnPoint = new Vector3(v_respawnPoint.x, v_respawnPoint.y, transform.position.z); //SC_playerComboCounterRef = this.GetComponent<SC_playerComboCounter>(); SC_ScoreCounterRef = GameObject.FindGameObjectWithTag("scoreCounter").GetComponent <SC_ScoreCounter>(); SC_PlayerRef = this.GetComponent <SC_Player>(); SC_mainLightRef = GameObject.Find("flashLight_root").GetComponent <SC_mainLight>(); _deathColor = SC_PlayerRef.s_Color; }
public bool CanPayCost(SC_Player user, int chain = 1) { if ((user.Health == 0 || user.Health > GetCost.health * chain) && user.Stamina >= GetCost.stamina * chain) { foreach (BodyPart b in user.BodyPartsHealth.Keys) { if (b == GetCost.bodyPartDamage.bodyPart && (user.BodyPartsHealth[b] == 0 || user.BodyPartsHealth[b] < GetCost.bodyPartDamage.damage * chain)) { return(false); } } return(true); } else { return(false); } }
// Use this for initialization void Start() { _AudioSource_bat = gameObject.AddComponent <AudioSource>(); _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); g_backgroundColor = this.transform.FindChild("bat_Background").gameObject; p_damageParticle = this.transform.FindChild("damageParticle").particleSystem; SC_PlayerRef = _Player.GetComponent <SC_Player>(); renderer.material.color = SC_PlayerRef.s_brightColor; g_CrestRoot = this.gameObject; f_StartSize = transform.localScale.x; f_LifeAmountMax = f_LifeAmount; c_crestColor = renderer.material.color; p_damageParticle.startColor = c_crestColor; g_backgroundColor.renderer.material.color = SC_PlayerRef.s_brightColor; g_backgroundColor.SetActive(false); v_startSize = transform.localScale; }
public void setColor() { if (a_DeadPlayers.Count > 0) { SC_PlayerRef = a_DeadPlayers[0].GetComponent <SC_Player>(); //a_DeadPlayers[0] SC_playerDeathRef = a_DeadPlayers[0].GetComponent <SC_playerDeath>(); i_regenSpeedBonus = SC_playerDeathRef.i_storedKillCount; c_lifeRegenColor = SC_PlayerRef.s_Color; c_lifeRegenColor.a = 0.5f; renderer.material.color = c_lifeRegenColor; } else { renderer.material.color = Color.white; } }
public void stopFlash(SC_Player _SC_PlayerRef) { // foreach(SCa_Player a_SC_PlayerREF in a_SC_Player) // { // if(a_SC_PlayerREF == _SC_PlayerRef) // { // // //a_SC_Player.Remove(a_SC_PlayerREF); // // // } // } a_flashLights[a_SC_Player.IndexOf(_SC_PlayerRef)].enabled = false; a_i_killCountStart.RemoveAt(a_SC_Player.IndexOf(_SC_PlayerRef)); a_SC_Player.Remove(_SC_PlayerRef); setLightsforFlash(); }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { if (base.CanUse(user, ignorePriority, ignoreLocks)) { return(true); } else { stayOnRing = false; if (base.CanUse(user, ignorePriority, ignoreLocks)) { return(true); } else { stayOnRing = true; return(false); } } }
public void Discard(SC_Player owner, Action a = null) { Caller = owner; Caller.Hand.Remove(this); SC_Deck.OrganizeHand(Caller.IsLocalPlayer ? GM.localHand : GM.otherHand); if (discardNbr != -1) { a = () => { if (CurrentEffect.effectType == CommonEffectType.DiscardChosen) { activeCard.DiscardChosen(); } else { activeCard.DiscardRandom(); } }; } UICard.ToGraveyard(GM.drawSpeed, a ?? AppliedEffects); }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { return(base.CanUse(user, ignorePriority, ignoreLocks) && SC_Player.activePlayer.Graveyard.Cards.FindAll(new System.Predicate <SC_BaseCard> ((t) => { return t.Is(SC_Global.CardType.Hardcore); })).Count >= 4); }
public bool CanUse(SC_Player user, int chain, bool ignorePriority = false, bool ignoreLocks = false) { return(base.CanUse(user, ignorePriority, ignoreLocks) && CanPayCost(user, chain)); }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { return(CanUse(user, 1, ignorePriority, ignoreLocks)); }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { return(user.Stamina >= (lockingCard as SC_Submission).GetEffect.breakCost && base.CanUse(user, ignorePriority, ignoreLocks)); }
public void death(Vector3 v_HitPushDirRef, float f_pushStrenghtRef, int i_TypeOfDeath, int i_dashMultiplicator, SC_Player SC_PlayerRef) { //NOTE to get v_HitPushDirRef, use SC_Trigger.getHitDir() // to get strenghtRef use SC_Player.f_PushStrenght v_HitPushDirRef = v_HitPushDirRef.normalized; if (v_HitPushDirRef != Vector3.zero) { if (v_HitPushDirRef.x >= 0) { f_angle = (180 - Vector3.Angle(new Vector3(0, 1, 0), new Vector3(v_HitPushDirRef.x, v_HitPushDirRef.y, 0))) + 180; } else { f_angle = Vector3.Angle(new Vector3(0, 1, 0), new Vector3(v_HitPushDirRef.x, v_HitPushDirRef.y, 0)); } } if (i_TypeOfDeath == 1) { GameObject _deathBlood = Instantiate(_bloodSplat, new Vector3(transform.position.x, transform.position.y, transform.position.z + 0.05f), Quaternion.Euler(new Vector3(270, 0, 0))) as GameObject; _deathBlood.transform.eulerAngles = new Vector3(0, 0, f_angle); _deathBlood.transform.parent = this.transform; _deathBlood.transform.GetChild(0).particleSystem.emissionRate += i_dashMultiplicator * 100; //_deathBlood.transform.GetChild(0).particleSystem.startLifetime += Mathf.Clamp(i_dashMultiplicator/5,0,1); _deathBlood.transform.GetChild(0).particleSystem.startSpeed += i_dashMultiplicator / 10; _deathBlood.transform.GetChild(0).particleSystem.startLifetime += Mathf.Clamp(i_dashMultiplicator / 5, 0, 1); _deathBlood.transform.GetChild(0).particleSystem.startColor = this.GetComponent <SpriteRenderer>().color; // if(SC_PlayerRef.b_IsInPuMode != true && SC_PlayerRef.b_IsDashing) // { // GameObject _PUabsorbTEMP = Instantiate(_PUabsorbParticle, new Vector3(transform.position.x, transform.position.y, transform.position.z+0.05f), Quaternion.Euler(new Vector3(270,0,0))) as GameObject; // _PUabsorbTEMP.transform.eulerAngles = new Vector3(0,0,-f_angle); // //_PUabsorbTEMP.transform.parent = this.transform; // _PUabsorbTEMP.transform.GetChild(0).particleSystem.startColor = this.GetComponent<SpriteRenderer>().color; // // SC_particleSetRotation SC_ParticleSetRotationRef = _PUabsorbTEMP.GetComponent<SC_particleSetRotation>(); // SC_ParticleSetRotationRef.t_destination = SC_PlayerRef.t_ParticleAbsorbDestination; // SC_ParticleSetRotationRef.c_PlayerColor = SC_PlayerRef.s_brightColor; // //SC_ParticleSetRotationRef.f_speed = SC_PlayerRef.f_speedref*3f; // // //Debug.Log("ABSORB"); // } } else { GameObject _deathBloodExplo = Instantiate(_ExplosionSplat, new Vector3(transform.position.x, transform.position.y, transform.position.z + 0.05f), Quaternion.Euler(new Vector3(270, 0, 0))) as GameObject; _deathBloodExplo.transform.eulerAngles = new Vector3(0, 0, f_angle); _deathBloodExplo.transform.parent = this.transform; _deathBloodExplo.renderer.material.color = SC_PlayerRef.s_brightColor; } GameObject g_scoreValueGUITEMP = Instantiate(g_scoreValueGUI, new Vector3(0, 0.03f, 0), Quaternion.Euler(0, 0, 0)) as GameObject; Color c_guiColor = SC_PlayerRef.s_Color; c_guiColor.a = 0.5f; g_scoreValueGUITEMP.guiText.color = c_guiColor; SC_EnnemiScoreGUI SC_EnnemiScoreGUIRef = g_scoreValueGUITEMP.GetComponent <SC_EnnemiScoreGUI>(); SC_EnnemiScoreGUIRef.i_scoreValue = Mathf.Clamp(i_dashMultiplicator, 1, 999) * i_ScoreValue; SC_EnnemiScoreGUIRef.g_ennemi = this.transform; _scoreValueGUIdisplay = g_scoreValueGUITEMP; v_HitPushDir = v_HitPushDirRef; f_pushStrenght = f_pushStrenghtRef; this.collider.enabled = false; SC_EnemyBehaviorRef.enabled = false; StartCoroutine(IsPushed(v_HitPushDirRef, f_pushStrenghtRef, 0.5f)); b_isActive = false; if (SC_EnemyBehaviorRef.i_EnemyType == 1) { b_exploding = true; SC_DamageRef.DamageDealth = 1200; SC_EnemyBehaviorRef.enabled = false; } else { //StartCoroutine(deathFlash()); } if (i_TypeOfDeath == 0) { //mort par PU AnimationHandeler("DeathPU"); _AudioSource_Ennemi.PlayOneShot(_Sounds.GetSound("MortParPu")); } else { AnimationHandeler("DeathCaC"); } }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { return(base.CanUse(user, ignorePriority, ignoreLocks) && (activeCard as SC_AttackCard).CanPayCost(localPlayer)); }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { return(base.CanUse(user, ignorePriority, ignoreLocks) && !user.Neutral); }
public override bool CanUse(SC_Player user, bool ignorePriority = false, bool ignoreLocks = false) { return(base.CanUse(user, ignorePriority, true) && SC_Player.nonActivePlayer.Submitted); }