示例#1
0
        // Use For Guests and Unique Characters

        /*  public void TargetReached()
         * {
         *    if(!isLeaving)
         *    {
         *        SpawnManager.GetInstance.PreStartCourt();
         *    }
         *    else
         *    {
         *        SpawnManager.GetInstance.CheckCourtUse();
         *        DestroyImmediate(this.gameObject);
         *    }
         * } */

        public void SetupCharacter(UnitInformationData newUnitInformation)
        {
            unitInformation = new UnitInformationData();

            int randomCode = UnityEngine.Random.Range(0, 100);

            unitInformation.unitGenericName = newUnitInformation.unitName;
            unitInformation.unitName        = newUnitInformation.unitName + randomCode.ToString();
            unitInformation.attackType      = newUnitInformation.attackType;

            unitInformation.curhealth      = newUnitInformation.maxHealth;
            unitInformation.maxHealth      = newUnitInformation.maxHealth;
            unitInformation.minDamage      = newUnitInformation.minDamage;
            unitInformation.maxDamage      = newUnitInformation.maxDamage;
            unitInformation.curSpeed       = newUnitInformation.origSpeed;
            unitInformation.origSpeed      = newUnitInformation.origSpeed;
            unitInformation.range          = newUnitInformation.range;
            unitInformation.unitCooldown   = newUnitInformation.unitCooldown;
            unitInformation.prefabDataPath = newUnitInformation.prefabDataPath;
            unitInformation.deathThreshold = newUnitInformation.deathThreshold;
            unitInformation.morale         = newUnitInformation.morale;
            unitInformation.currentState   = newUnitInformation.currentState;

            unitInformation.wieldedWeapon = newUnitInformation.wieldedWeapon;

            unitInformation.buffList = new List <BaseBuffInformationData>();
            if (newUnitInformation.buffList != null && newUnitInformation.buffList.Count > 0)
            {
                for (int i = 0; i < newUnitInformation.buffList.Count; i++)
                {
                    BaseBuffInformationData tmp = new BaseBuffInformationData();
                    unitInformation.buffList.Add(tmp);
                }
            }

            myRange.myCharacter = this;
            myRange.UpdateTotalRange();

            Debug.Log("But this one keeps on coming in last");
            myMovements.speed = unitInformation.RealSpeed;

            ChangeWeaponWield(unitInformation.wieldedWeapon);
            UpdateStats();
        }
 public void AddBuff(BaseBuffInformationData thisBuff)
 {
     buffList.Add(thisBuff);
 }
        public void RemoveBuff(BaseBuffInformationData thisBuff)
        {
            buffList.Remove(thisBuff);

            ReceiveDamage(thisBuff.effectAmount, thisBuff.targetStats);
        }
示例#4
0
 public void AddBuff(BaseBuffInformationData thisBuff)
 {
     unitInformation.AddBuff(thisBuff);
     UpdateStats();
 }