示例#1
0
    //도발 ''


    public void Skill_DefaultPassive(ref SkillSlot List)//게임시스템패시브(치명타, 방어추뎀, 다운추뎀)
    {
        CharacterStatus OrderStat;
        Skill           Critical = new Skill("Critical");//치명타

        Critical.PassiveCount.Add("Critical", ProbabilityData.Critical);
        Critical.PassiveCount.Add("BaseCritical", ProbabilityData.Critical);
        Critical.SetCharacter(List.GetComponent <CharacterStatus>().Controller);
        Critical.AddPassive(
            delegate(Skill skil)
        {
            OrderStat = gameManager.ins.UserStatus[skil.Order];
            if (gameManager.ins.UserStatus[OrderStat.Enemy()].WallDistance == 0)
            {
                skil.PassiveCount["Critical"] += 80;
            }
            if (Random.Range(0, (100 / skil.PassiveCount["Critical"])) < 1)    //5%
            {
                Debug.Log("크리티컬");
                DamageCalculator.ins.AddDamage(DamageCalculator.MULTIPLE_s, 1.5f, "Critical");
                SaveData.ins.AddData(SaveData.TYPE.CRITICAL, skil.Order, 1);
            }
            if (gameManager.ins.UserStatus[OrderStat.Enemy()].WallDistance == 0)
            {
                skil.PassiveCount["Critical"] -= 80;
            }
        }
            , "Attack");
        List.AddPassiveSlot(Critical);

        Skill SuperArmor = new Skill("SuperArmor");

        SuperArmor.SetCharacter(List.GetComponent <CharacterStatus>().Controller);
        SuperArmor.PassiveCount.Add("isHit", 0);
        SuperArmor.AddPassive(delegate(Skill skill)
        {
            skill.PassiveCount["isHit"] = 1;
        }, "Hit");
        SuperArmor.AddPassive(delegate(Skill skill)
        {
            if (gameManager.ins.UserStatus[skill.Order].isSuperArmor && skill.PassiveCount["isHit"] == 1)
            {
                CharacterAnim.ChangeAnimation(CharacterAnim.AnimStasis.LAND, skill.Order);
                WallManager.ins.ResetPivot();
            }

            skill.PassiveCount["isHit"] = 0;
        }, "WallSetting");
        List.AddPassiveSlot(SuperArmor);
    }
    private void SetKnownSkills()
    {
        foreach (var skill in player.knownSkills)
        {
            SkillSlot skillSlot = Instantiate(skillPrefab, availableSkillsList.transform).GetComponent <SkillSlot>();

            //Set icon
            foreach (var skillIcon in skillIcons)
            {
                if (skillIcon.skillID == skill.SkillID)
                {
                    skillSlot.icon = skillIcon.GetComponent <Image>();
                    skillSlot.GetComponentInChildren <Image>().sprite = skillSlot.icon.sprite;
                }
            }

            skillSlot.GetComponent <Button>().interactable = true;
            skillSlot.OnSkillClicked += KnownSkillClicked;

            skillSlot.skill = skill;
            Skill newSkill = skillSlot.skill;

            newSkill.SkillID        = skill.SkillID;
            newSkill.SkillName      = skill.SkillName;
            newSkill.SkillType      = skill.SkillType;
            newSkill.DamageModifier = skill.DamageModifier;
            newSkill.EnergyCost     = skill.EnergyCost;
        }
    }
示例#3
0
    public void UpdateUI()
    {
        availableSkillPointsText.text = $"Skill Points: {player.availableSkillPoints}";

        var skillSlots = availableSkillsList.GetComponentsInChildren <SkillSlot>();

        foreach (var skill in skillSlots)
        {
            Destroy(skill.gameObject);
        }

        foreach (var skill in SkillFactory.GameSkills)
        {
            SkillSlot skillSlot = Instantiate(skillSlotPrefab, availableSkillsList.transform).GetComponent <SkillSlot>();

            //Set icon
            foreach (var skillIcon in skillIcons)
            {
                if (skillIcon.skillID == skill.SkillID)
                {
                    skillSlot.icon = skillIcon.GetComponent <Image>();
                    skillSlot.GetComponentInChildren <Image>().sprite = skillSlot.icon.sprite;
                }
            }

            skillSlot.GetComponent <Button>().interactable = true;
            skillSlot.OnSkillClicked += NewSkillClicked;

            skillSlot.skill = skill;
            Skill newSkill = skillSlot.skill;

            newSkill.SkillID        = skill.SkillID;
            newSkill.SkillName      = skill.SkillName;
            newSkill.SkillType      = skill.SkillType;
            newSkill.DamageModifier = skill.DamageModifier;
            newSkill.EnergyCost     = skill.EnergyCost;
        }
    }