// Start is called before the first frame update void Start() { maxHP = 15 + (int)(level * (cups / 3 + baseHP)); maxMP = 5 + (int)(((level - 1) / 4 + 1) * (pentacles / 5 + baseMP)); currHP = maxHP; currMP = maxMP; turnOrder = gameObject.transform.parent.GetComponent <TurnOrder>(); }
protected override void Move() { WorldController.MoveToWorldPoint(transform, mapPosition, targetPosition); mapPosition = targetPosition; inventory.ReSelect(); ChangeAP(-1); WorldController.SetDistanceFromPlayer(); TurnOrder.StartConcurrentTurns(); }
public void Focus() { Profile.Show(GetComponent <Unit>()); AdvancedProfile.Show(GetComponent <Unit>()); BuffsProfile.Show(GetComponent <Unit>()); TurnOrder.Show(); Unit.hovered = GetComponent <Unit>(); SetHighlight(); }
public void Blur() { Profile.Hide(); AdvancedProfile.Hide(); BuffsProfile.Hide(); TurnOrder.Hide(); Unit.hovered = null; UnsetHighlight(); }
// Use this for initialization void Start() { board = new Board().getBoard(); createParty(); createEnemies(); order = new TurnOrder(party, enemies); nextTurn(); createBoard(); }
public static void endTurnForCurrentCharacter() { GameObject nextChar = TurnOrder.getNextCharacter(); BaseCommandPanelHandler bcph = GameObject.Find("CombatUI/CharacterControls/BaseCommandPanel").GetComponent <BaseCommandPanelHandler>(); bcph.enableMove(); bcph.enableAction(); nextChar.GetComponent <CombatCharacterController>().turnStart(); }
public override void SetAP(int newAP) { if (TurnOrder.ConcurrentTurns()) { newAP = maxAP; inventory.DecreaseCooldowns(); } ap = newAP; apUI.GetComponent <UnityEngine.UI.Text>().text = "AP: " + ap + "/" + maxAP; }
public async Task Start(string name, Tuple <string, bool>[] phases, string[] playerOrder) { var game = await _gameRepository.GetByNameAsync(name); var players = playerOrder.Select(u => game.Players.First(p => p.UserName == u)); var turnOrder = TurnOrder.Create(players.Select(PlayerTurnOrder.Create)); var phase = Phase.Create(phases.Select(p => p.Item1)); game.Start(turnOrder, phase); }
// Start is called before the first frame update void Start() { sr = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody>(); Turnmaker = FindObjectOfType <TurnOrder>(); if (isRandomEnemy) { EnemyCreator.Instance.RandomizeEnemy(this); } }
public override void ChangeAP(int change) { if (TurnOrder.ConcurrentTurns()) { change = 0; inventory.DecreaseCooldowns(); } ap += change; apUI.GetComponent <UnityEngine.UI.Text>().text = "AP: " + ap + "/" + maxAP; }
protected void EnterTurnOrder() { if (WorldController.GetDistanceFromPlayer(MyPosition()) < Settings.enterTurnDistance) { TurnOrder.AddTurn(gameObject); } else { TurnOrder.AddConcurrentTurn(gameObject); } }
/// <summary> /// Get the first turn order image for a unit. /// </summary> /// <param name="unit">Unit.</param> public TurnOrderImage Get(Unit unit, TurnOrder turnOrder) { foreach (var image in _imageDictionary[turnOrder]) { if (image.Unit == unit) { return(image); } } return(null); }
/// <summary> /// Checks if all units are combat ready. /// </summary> /// <returns><c>true</c>, if all units combat ready was ared, <c>false</c> otherwise.</returns> /// <param name="units">Units.</param> /// <param name="turnOrder">Turn order.</param> private bool AreAllUnitsCombatReady(List <Unit> units, TurnOrder turnOrder) { foreach (var unit in units) { if (unit.IsCombatReady(turnOrder) == false) { return(false); } } return(true); }
/// <summary> /// Awake this instance. /// </summary> void Awake() { print("TurnOrderController.Awake()"); _preSortedTurnOrder = new TurnOrder(); _turnOrderCollection = new TurnOrderCollection(); _turnOrderCollection.Primary = new TurnOrder(); _turnOrderCollection.Secondary = new TurnOrder(); _turnOrderImageCollection = new TurnOrderImageCollection(_turnOrderCollection.Primary, _turnOrderCollection.Secondary); _panel = this.gameObject; _dividerImage = Instantiate(_dividerPrefab); }
/// <summary> /// Removes all units. /// </summary> /// <param name="turnOrder">Turn order.</param> public void RemoveAllUnits(TurnOrder turnOrder) { List <Unit> units = turnOrder.GetAllUnits(); for (int i = units.Count - 1; i >= 0; i--) { Unit unit = units [i]; unit.ResetTurnOrderData(turnOrder); RemoveUnit(unit, turnOrder); } }
public void onClick() { CombatUiStateKeeper.hideCombatUi(); this._ability = AbilityFactory.getAbility(this.name); this.abilityRangeSelection = new Range(Rangefinder.findAllTilesInRange(TurnOrder.getActiveCharacter().GetComponent <CharacterBase>().getCurrentTileOfCharacter(), this._ability.range), "ability"); this.abilityRangeSelection.colorRange(); this._targetMode = true; CombatUiStateKeeper.jumpBackEnabled = false; }
public void Setup() { _turnOrder = new TurnOrder(); GameObject testContainer = new GameObject(); testContainer.AddComponent <Ally> (); testContainer.AddComponent <Enemy> (); _unit1 = testContainer.GetComponent <Ally>(); _unit2 = testContainer.GetComponent <Enemy> (); }
public void StartCombat(EnemyType type) { hud.turnEvents = "Plan your move..."; enemy = new Enemy(textures, type, player); currentTurn = TurnOrder.animation; effectPlayer = Effects.none; effectEnemy = Effects.none; confusedPlayer = false; confusedEnemy = false; player.abilities.usedAbility = UsedAbility.Miss; enemy.ability.usedAbility = UsedAbility.Miss; }
public void Start() { this._godObject = GameObject.Find("GodObject"); GameObject[] characters = GameObject.FindGameObjectsWithTag("combatCharacter"); this._godObject.GetComponent <UnitPlacementHandler>().placeUnits(characters); TurnOrder.buildCharacterList(characters); this._camera = Camera.main; if (this._camera != null) { this._cameraController = this._camera.GetComponent <CameraController>(); } }
public void InitializeBattle() { battleCanvas.SetActive(true); GetEquipment(); InitializePlayer(); currentTurn = TurnOrder.player; StartCoroutine(EnemyPrepareAttack()); //Debug.Log(playerStats.currentHealth); //Debug.Log(playerStats.maxHealth.GetValue()); //Debug.Log(playerStats.damage.GetValue()); //Debug.Log(playerStats.armor.GetValue()); }
void Start() { turnOrder = new TurnOrder(court.TeamOne, court.TeamTwo); foreach (var b in court.GetBallmen()) { b.OnMoveFinished += ShowMoveButtons; } basicSelector = new BasicTileSelector(turnOrder); court.TileSelector = basicSelector; selectedBallmanMarker.SetActive(false); UpdateSelectedPlayer(); }
private Entity GetNextInTurnOrder() { var lastEntity = TurnOrder.Dequeue(); TurnOrder.Enqueue(lastEntity); while (TurnOrder.Peek().IsDead()) { TurnOrder.Dequeue(); } return(TurnOrder.Peek()); }
public void onClick() { CombatCharacterController activeCharacter = TurnOrder.getActiveCharacter().GetComponent <CombatCharacterController>(); HashSet <GameObject> foundRange = Rangefinder.findAllTilesInRange( activeCharacter.getCurrentTileOfCharacter(), activeCharacter.GetComponent <CombatCharacterController>().walkRange ); CombatUiStateKeeper.hideCombatUi(); this._currentMovementRange = new Range(foundRange, "movement"); _currentMovementRange.colorRange(); this._isMovementPhase = true; }
private bool PlayerRetreated() { if (PlayerDead()) { return(false); } if (TurnOrder.Any(e => e.IsPlayer())) { return(false); } return(true); }
// Start is called before the first frame update void Awake() { turnOrder = FindObjectOfType <TurnOrder>(); if (!turnOrder) { Debug.LogError("Scene has a game manager script but no turn order"); } uiScript = FindObjectOfType <BattleUIScript>(); if (!uiScript) { Debug.LogError("Scene has a game manager script but no ui script"); } board = FindObjectOfType <BoardGenerator>(); if (!board) { Debug.LogError("Scene has a game manager script but no board"); } instance = this; //Inventory Variables inventoryUICanvas = GameObject.FindGameObjectWithTag("InventoryUICanvas"); if (!inventoryUICanvas) { Debug.LogError("Scene has a game manager but no inventory UI"); } else { inventoryUICanvas.SetActive(false); //defaults inventory to closed } //End Screen Variables endScreenUICanvas = GameObject.FindGameObjectWithTag("EndScreenUI"); if (!endScreenUICanvas) { Debug.LogError("Scene has a game manager but no end screen UI"); } endUIController = FindObjectOfType <EndUIController>(); if (!endUIController) { Debug.LogError("Scene has no end UI Controller"); } else { endUIController.gameObject.SetActive(false); } clicker = FindObjectOfType <Clicker>(); m_battleManager = gameObject.AddComponent <BattleManager>(); if (!m_battleManager) { Debug.LogError("Battle Manager Creation Failed"); } }
// Start is called before the first frame update void Start() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } turnOrder = TurnOrder.Player; playerAction = PlayerAction.Empty; }
/// <summary> /// Sorts the turn order. /// </summary> /// <param name="turnOrderCollection">Turn order collection.</param> public void SortTurnOrder(TurnOrder turnOrder) { _preSortedTurnOrder.Union(turnOrder); RemoveAllUnits(turnOrder); if (turnOrder == _turnOrderCollection.Primary) { _dividerImage.transform.SetParent(null); } int index = 1; do { foreach (var unit in _preSortedTurnOrder.GetAllUnits()) { // Increment clocks ticks by speed attribute. // If this bring the unit to combat readiness, // add them to queue and set property unit.IncrementClockTicks(turnOrder, (int)unit.GetSpeedAttribute().CurrentValue); if (unit.GetClockTicks(turnOrder) >= CLOCK_TICKS_TILL_COMBAT_READY) { bool isCombatReady = unit.IsCombatReady(turnOrder); int clockTicks = unit.GetClockTicks(turnOrder); int roundAppearences = unit.GetRoundAppearences(turnOrder); if (!isCombatReady || clockTicks >= CLOCK_TICKS_TILL_COMBAT_READY * (roundAppearences + 1)) { print(string.Format("{0} - CT:{1} - Index:{2} - RoundAppearences:{3} - IsCombatReady:{4}", unit.GetFullName(), unit.GetClockTicks(turnOrder), index, roundAppearences, isCombatReady)); unit.SetCombatReady(turnOrder, true); unit.IncrementRoundAppearences(turnOrder); AddUnit(unit, turnOrder); } } } index++; } while (!AreAllUnitsCombatReady(_preSortedTurnOrder.GetAllUnits(), turnOrder)); _preSortedTurnOrder.Clear(); // Add divider to separate turn order rounds if (turnOrder == _turnOrderCollection.Primary) { AddDivider(); } }
//Private private void AI() { if (!TurnOrder.MyTurn(gameObject)) { return; } if (ap <= 0) { TurnOrder.EndTurn(gameObject); return; } string result = Attack(); if (result == "success") { return; } else if (result == "selected") { return; } else if (result == "outofrange") { if (PathToPlayer()) { return; } } else if (result == "notaligned") { if (LineUp(PlayerPosition())) { return; } } else if (PathToPlayer()) { return; } TurnOrder.EndTurn(gameObject); //else if (RunAway()) return; }
//Public public override bool StartConcurrentTurn() { if (PlayerWithInRange(Settings.enterTurnDistance)) { TurnOrder.AddTurn(gameObject); player.GetComponent <PlayerUI>().SetMessage("Enemy In Range"); return(false); } if (OutOfSight()) { MoveRandomly(); } else { PathToPlayer(); } return(true); }
public void Update() { if (this._mapOverviewHandler.isOverviewMode == false) { if (Input.GetKey(KeyCode.Q)) { this._inRotation = true; this.rotateLeft(TurnOrder.getActiveCharacter().GetComponent <CombatCharacterController>().getCurrentTileOfCharacter()); } if (Input.GetKey(KeyCode.E)) { this._inRotation = true; this.rotateRight(TurnOrder.getActiveCharacter().GetComponent <CombatCharacterController>().getCurrentTileOfCharacter()); } this._inRotation = false; } }
void Start() { instance = this; if (GameType.getGameType() != "Survival") { player1 = new Player(1, player1Color, GameValues.intValues["baseResources"]); player2 = new Player(2, player2Color, GameValues.intValues["baseResources"]); } else { player1 = new Player(1, player1Color, GameValues.intValues["baseResources"] * 9); player2 = new Player(2, player2Color, GameValues.intValues["baseResources"] * 9); } if(Network.isServer || GameType.getGameType() == "Local") { myPlayer = player1; otherPlayer = player2; playerText.guiSkin = player1Box; playerText.text = "Player 1"; } else { myPlayer = player2; otherPlayer = player1; playerText.guiSkin = player2Box; playerText.text = "Player 2"; } turnNum = 0; actionNum = 0; ceasefire = 2; Faction[] factions = new Faction[3] { new Totem(), new Cowboys(), new Area51() }; if (player1Bases.Length == 0) { Debug.Log ("Error! There are 0 Player Bases assigned."); } for(int i=0; i<player1Bases.Length; i++) { player1Bases[i].SetTowerNumber(i); player1Bases[i].SetPlayerNumber(1); player1.AddTower(player1Bases[i], factions[i], i); } for(int i=0; i<player2Bases.Length; i++) { player2Bases[i].SetTowerNumber(i); player2Bases[i].SetPlayerNumber(2); player2.AddTower(player2Bases[i], factions[i], i); } CombatLog.addLineNoPlayer("Ceasefire ends in " + (ceasefire - turnNum) + " turns."); //Check for victory (Will prohibit building on not alive Towers checksVictory = true; TowerSelection.LocalSelectSection(myPlayer.GetTower(1), -1); }
void CardOperate(Card card){ if (card.function == Card.CardFunction.Skip) { turnOneRound (); turnOneRound (); } else if (card.function == Card.CardFunction.Reverse) { if (turnOrder == TurnOrder.clockwise) turnOrder = TurnOrder.counterclockwise; else if (turnOrder == TurnOrder.counterclockwise) turnOrder = TurnOrder.clockwise; turnOneRound (); } else if (card.function == Card.CardFunction.DrawTwo) { nextDraw += 2; showDrawCount(); turnOneRound(); } else if (card.function == Card.CardFunction.Wild) { changeColor(); turnOneRound(); } else if (card.function == Card.CardFunction.WildDrawFour) { changeColor(); nextDraw += 4; showDrawCount(); turnOneRound(); } else { turnOneRound(); } }