public void Remove(Item item, battleSystem battle) { items.Remove(item); if (onItemChangedCallback != null) { onItemChangedCallback.Invoke(); } }
private void Start() { cardsystem = GameObject.FindWithTag("CardSystem").GetComponent <CardSystem>(); battleScript = GameObject.Find("BattleSystem").GetComponent <battleSystem>(); Scene currentScene = SceneManager.GetActiveScene(); sceneName = currentScene.name; }
private void Start() { battleSystem = battlesystm.GetComponent <battleSystem>(); cardName.text = CardName; cardDiscription.text = CardDiscription; PhValtxt.text = "" + PHVal; JoyValtxt.text = "" + JoyVal; meaningValtxt.text = "" + MeaningVal; }
//soldier stuff //public CardUnit cardunit; void Start() { EnemyCardBack1.SetActive(false); EnemyCardBack2.SetActive(false); EnemyCardBack3.SetActive(false); EnemyCardBack4.SetActive(false); EnemyCardBack5.SetActive(false); battlescript = battleSystem.GetComponent<battleSystem>(); Shuffle(); }
private void SetUpSingleton() { if (instance == null) { instance = this; } else { if (instance != this) { Destroy(gameObject); } } DontDestroyOnLoad(gameObject); }
public static void Sleep(baseStats target, battleSystem bat) { bat.StartCoroutine(sleep()); IEnumerator sleep() { if (target.statusDuration > 0) { bat.battleText.text = target.nameChar + " is sleeping..."; target.transform.GetChild(1).GetComponent <Animator>().SetBool("sleeping", true); yield return(new WaitForSeconds(.5f)); target.transform.GetChild(1).GetComponent <Animator>().SetBool("sleeping", false); bat.StartCoroutine(bat.sleep()); target.statusDuration -= 1; } else { bat.battleText.text = target.nameChar + " woke up!"; target.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.white; target.status = null; yield return(new WaitForSeconds(1f)); if (target.gameObject.tag == "enemy") { target.turn = true; int ran = Random.Range(0, bat.lists.chars.Count); bat.battleTarget = bat.lists.chars[ran]; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.StartCoroutine(bat.enemyAttack(bat.battleTarget)); } else if (target.gameObject.tag == "Player") { target.turn = true; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.playerTurn(); } } } }
// Update is called once per frame public static void CheckStatus(baseStats target, battleSystem battle) { if (target.status == "Poison") { Poison(target, battle); } else if (target.status == "Sleep") { Sleep(target, battle); } else if (target.status == "Confused") { Confuse(target, battle, battle); } else if (target.status == "Depressed") { Depression(target, battle, battle); } }
private void Start() { cardsystem = GameObject.Find("CardSystem").GetComponent <CardSystem>(); cardsystem.CardDescription.gameObject.SetActive(false); battleSystem = battlesystm.GetComponent <battleSystem>(); cardType.text = CardName; if (PlayerHPVal == 0) { PlayerHPValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (PlayerHPVal > 0) { PlayerHPValtxt.text = "+" + PlayerHPVal; } else { PlayerHPValtxt.text = "" + PlayerHPVal; } } if (PlayerAtkModVal == 0) { PlayerAtkModValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (PlayerAtkModVal > 0) { PlayerAtkModValtxt.text = "+" + PlayerAtkModVal; } else { PlayerAtkModValtxt.text = "" + PlayerAtkModVal; } } if (PlayerDefModVal == 0) { PlayerDefModValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (PlayerDefModVal > 0) { PlayerDefModValtxt.text = "+" + PlayerDefModVal; } else { PlayerDefModValtxt.text = "" + PlayerDefModVal; } } if (EnemyHPVal == 0) { EnemyHPValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (EnemyHPVal > 0) { EnemyHPValtxt.text = "+" + EnemyHPVal; } else { EnemyHPValtxt.text = "" + EnemyHPVal; } } if (EnemyAtkModVal == 0) { EnemyAtkModValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (EnemyAtkModVal > 0) { EnemyAtkModValtxt.text = "+" + EnemyAtkModVal; } else { EnemyAtkModValtxt.text = "" + EnemyAtkModVal; } } if (EnemyDefModVal == 0) { EnemyDefModValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (EnemyDefModVal > 0) { EnemyDefModValtxt.text = "+" + EnemyDefModVal; } else { EnemyDefModValtxt.text = "" + EnemyDefModVal; } } }
void Start() { battlescript = battleSystem.GetComponent <battleSystem>(); Shuffle(); //Debug.Log(battlescript.state); }
public static void Poison(baseStats target, battleSystem bat) { target.StartCoroutine(poison()); IEnumerator poison() { if (target.statusDuration > 0) { bat.battleText.text = target.nameChar + " is hurt by poison."; target.transform.GetChild(1).GetComponent <Animator>().SetBool("poisoned", true); yield return(new WaitForSeconds(.5f)); target.transform.GetChild(1).GetComponent <Animator>().SetBool("poisoned", false); float damage = Mathf.Round(target.ogHP * 0.03f); //yield return new WaitForSeconds(1f); target.HP -= damage; target.damageText.GetComponent <Text>().text = damage.ToString(); target.damageText.GetComponent <DamageTextEffect>().DamageStartFloating(); target.statusDuration -= 1; yield return(new WaitForSeconds(1f)); if (target.gameObject.tag == "enemy") { target.turn = true; int ran = Random.Range(0, bat.lists.chars.Count); bat.battleTarget = bat.lists.chars[ran]; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.StartCoroutine(bat.enemyAttack(bat.battleTarget)); } else if (target.gameObject.tag == "Player") { target.turn = true; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.playerTurn(); } } else { target.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.white; bat.battleText.text = target.nameChar + " is cured of poison."; target.status = null; yield return(new WaitForSeconds(1f)); if (target.gameObject.tag == "enemy") { target.turn = true; int ran = Random.Range(0, bat.lists.chars.Count); bat.battleTarget = bat.lists.chars[ran]; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.StartCoroutine(bat.enemyAttack(bat.battleTarget)); } else if (target.gameObject.tag == "Player") { target.turn = true; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.playerTurn(); } } } }
public static void Depression(baseStats target, battleSystem bat, MonoBehaviour baat) { baat.StartCoroutine(Depressed()); IEnumerator Depressed() { if (target.statusDuration > 0) { target.transform.GetChild(1).GetComponent <Animator>().SetBool("depressed", true); yield return(new WaitForSeconds(.5f)); target.transform.GetChild(1).GetComponent <Animator>().SetBool("depressed", false); yield return(new WaitForSeconds(1.5f)); if (target.gameObject.tag == "enemy") { target.turn = true; int ran = Random.Range(0, bat.charStats.Count); bat.battleTarget = bat.charStats[ran]; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.damage = target.attack * .25f; target.gameObject.GetComponent <Animator>().SetBool("attack", true); } else if (target.gameObject.tag == "Player") { target.turn = true; int ran = Random.Range(0, bat.enemies.Count); bat.battleTarget = bat.enemies[ran].gameObject; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.damage = Mathf.Round(target.attack * .25f); target.gameObject.GetComponent <Animator>().SetBool("attack", true); } target.statusDuration -= 1; bat.battleText.text = target.nameChar + " attacks weakly."; yield return(new WaitForSeconds(2f)); target.gameObject.GetComponent <Animator>().SetBool("attack", false); target.GetComponent <baseStats>().HP -= bat.damage; target.GetComponent <baseStats>().damageText.gameObject.GetComponent <Text>().text = bat.damage.ToString(); target.GetComponent <baseStats>().damageText.gameObject.GetComponent <DamageTextEffect>().DamageStartFloating(); bat.StartCoroutine(bat.sleep()); } else { bat.battleText.text = target.nameChar + " feels fine again."; yield return(new WaitForSeconds(2f)); if (target.gameObject.tag == "Player") { target.turn = true; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } Debug.Log("Turn:" + bat.attacker.name); bat.playerTurn(); } else if (target.gameObject.tag == "enemy") { target.turn = true; int ran = Random.Range(0, bat.lists.chars.Count); bat.battleTarget = bat.lists.chars[ran]; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.StartCoroutine(bat.enemyAttack(bat.battleTarget)); } target.status = null; } } }
public static void Confuse(baseStats target, battleSystem bat, MonoBehaviour poo) { bat.StartCoroutine(confuse()); IEnumerator confuse() { if (target.statusDuration > 0) { bat.battleText.text = target.nameChar + " is confused!"; target.transform.GetChild(1).GetComponent <Animator>().SetBool("confused", true); yield return(new WaitForSeconds(.5f)); target.transform.GetChild(1).GetComponent <Animator>().SetBool("confused", false); yield return(new WaitForSeconds(1.5f)); int ran1 = Random.Range(0, 3); if (ran1 > 0) { if (target.gameObject.tag == "enemy") { bat.attacker = target; int ran = Random.Range(0, bat.lists.enemies.Count); bat.battleTarget = bat.lists.enemies[ran]; } else if (target.gameObject.tag == "Player") { bat.attacker = target; int ran = Random.Range(0, bat.lists.chars.Count); bat.battleTarget = bat.lists.chars[ran]; } bat.damage = Mathf.Round(bat.attacker.ogHP * 0.1f); yield return(new WaitForSeconds(2f)); bat.battleText.text = target.gameObject.name + " harms their own party!"; target.AttackSlash1(); yield return(new WaitForSeconds(1f)); target.GetComponent <baseStats>().HP -= bat.damage; target.GetComponent <baseStats>().damageText.gameObject.GetComponent <Text>().text = bat.damage.ToString(); target.GetComponent <baseStats>().damageText.gameObject.GetComponent <DamageTextEffect>().DamageStartFloating(); bat.StartCoroutine(bat.sleep()); } else if (ran1 < 1) { if (target.gameObject.tag == "enemy") { target.turn = true; int ran = Random.Range(0, bat.lists.chars.Count); bat.battleTarget = bat.lists.chars[ran]; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.StartCoroutine(bat.enemyAttack(bat.battleTarget)); } else if (target.gameObject.tag == "Player") { target.turn = true; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.playerTurn(); } } target.statusDuration -= 1; } else { target.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.white; bat.battleText.text = target.nameChar + " regained consciousness."; target.status = null; yield return(new WaitForSeconds(1f)); if (target.gameObject.tag == "Player") { target.turn = true; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } Debug.Log("Turn:" + bat.attacker.name); bat.playerTurn(); } else if (target.gameObject.tag == "enemy") { target.turn = true; int ran = Random.Range(0, bat.lists.chars.Count); bat.battleTarget = bat.lists.chars[ran]; bat.attacker = target; foreach (InventorySlot slot in bat.slots) { slot.attacker = bat.attacker; } bat.StartCoroutine(bat.enemyAttack(bat.battleTarget)); } } } }