public void Initalize(GridCell d, SkillAbstract _skill) { destination = d; skill = _skill; transform.LookAt(d.transform); LeanTween.move(gameObject, new Vector3(d.transform.position.x, d.transform.position.y, d.transform.position.z), 1f / projectileSpeed).setOnComplete(TravelComplete).setEase(travelType); }
public void Initalize(GridCell d, SkillAbstract _skill) { skill = _skill; lastPos = new Vector3(transform.position.x, transform.position.y, transform.position.z); destination = d; LeanTween.move(gameObject, Vector3.Lerp(d.transform.position, transform.position, 0.5f) + new Vector3(0, arcHeight, 0), 0.5f / projectileSpeed).setOnComplete(StartFall).setEase(upEase); }
public override void Initialize(List <GridCell> cells, SkillAbstract skill, IntVector2 origin) { GameObject ob = Instantiate(projectilePrefab, transform.position, transform.rotation); ob.GetComponent <FlameCrossProjectile>().Initalize(cells, skill); Destroy(gameObject, lifeTime); }
public void Initalize(List <GridCell> _cells, SkillAbstract _skill) { cells = _cells; skill = _skill; LeanTween.move(gameObject, cells[0].transform.position + impactOffset, 1f / projectileSpeed).setOnComplete(TravelComplete).setEase(projectileEase); transform.LookAt(cells[0].transform); }
public void Initalize(GridCell cell, SkillAbstract skill, bool excute) { if (excute) { skill.Excute(Time.deltaTime, cell); } Destroy(gameObject, lifeTime); }
public void Initalize(GridCell cell, SkillAbstract _skill) { destination = cell; skill = _skill; Vector3 offsetPos = new Vector3(cell.transform.position.x, cell.transform.position.y + offset, cell.transform.position.z); transform.LookAt(offsetPos); LeanTween.move(gameObject, offsetPos, 1f / projectileSpeed).setOnComplete(TravelComplete).setEase(projectileTween); }
public void Initalize(List <GridCell> cells, SkillAbstract skill) { foreach (GridCell cell in cells) { GameObject ob = Instantiate(smallProjectilePrefab, transform.position, Quaternion.identity); ob.GetComponent <FlameCrossSmallProjectile>().Initalize(cell, skill); } Destroy(gameObject, lifeTime); }
public override void Initialize(List <GridCell> cells, SkillAbstract skill, IntVector2 origin) { foreach (GridCell cell in cells) { transform.LookAt(cell.transform); GameObject ob = Instantiate(projectilePrefab, transform.position, Quaternion.identity); ob.GetComponent <InstantCastProjectile>().Initalize(cell, skill); Destroy(gameObject, lifeTime); } }
public void SwitchSkill(SkillAbstract skillScript) { if (currentCharacter.stateManager.characterState != CharacterState.IsInteracting) { currentCharacter.selectedSkill = skillScript; if (skillScript == null || skillScript.skill.type == SkillType.Move) { GridManager.Instance.HighlightNavDict(currentCharacter.taticalMovement.currentNavDict); } else { GridManager.Instance.RemoveAllHighlights(); } } }
public void UpdateSlot(CharacterStats characterStats, AnimationHandler animationHandler, TaticalMovement taticalMovement, CombatUtils combatUtils) { if (skill == null) { slotIconPanel.GetComponent <Image>().sprite = defaultSprite; } else { slotIconPanel.GetComponent <Image>().sprite = skill.icon; skillScript = skill.skillScriptObject.GetComponent <SkillAbstract>(); skillScript = skillScript.AttachSkill(characterStats, animationHandler, taticalMovement, combatUtils, skill); } }
public void Initalize(GridCell cell, SkillAbstract _skill, bool _excute) { destination = cell; skill = _skill; excute = _excute; offsetVector = new Vector3( Random.Range(-offsetRadius, offsetRadius), Random.Range(-offsetRadius, offsetRadius) + fixedUpOffset, Random.Range(-offsetRadius, offsetRadius) ); transform.position += offsetVector; origin = new Vector3(transform.position.x, transform.position.y, transform.position.z); offsetDestination = cell.transform.position + offsetVector * offsetDecrease; transform.LookAt(offsetDestination); transform.localScale = Vector3.zero; LeanTween.scale(gameObject, carrotSize, Random.Range(0.5f, 1.5f)).setOnComplete(GrowComplete); }
public override void Initialize(List <GridCell> cells, SkillAbstract skill, IntVector2 origin) { lifeTime = 1.5f; foreach (GridCell cell in cells) { int iters = Mathf.FloorToInt(Random.Range(lowerSpawn, upperSpawn)); for (int i = 0; i < iters; i++) { transform.LookAt(cell.transform); GameObject ob = Instantiate(projectilePrefab, transform.position - Vector3.up * transform.position.y + Vector3.forward * 0.5f, Quaternion.identity); ob.GetComponent <CarrotDeathProjectile>().Initalize(cell, skill, i == 0 ? true : false); Destroy(gameObject, lifeTime); } } }
public override void Initialize(List <GridCell> cells, SkillAbstract _skill, IntVector2 origin) { rangeCells = new List <GridCell>(); skill = _skill; GridCell[] holdCells = cells.ToArray(); for (int i = 0; i < holdCells.Length / 2; i++) { int index = Mathf.FloorToInt(Random.Range(0, holdCells.Length)); if (rangeCells.Contains(holdCells[index])) { i--; } else { rangeCells.Add(holdCells[index]); } } LeanTween.scale(gameObject, Vector3.one * 10f, 1f).setOnComplete(ShootProjectile).setEase(expandType); }
public void HandleAlchemicalSkill(CharacterStats targetStats, SkillAbstract skillScript) { switch (skillScript.skill.type) { case SkillType.Fire: int fireDamage = (int)skillScript.alchemicalDamage.Value - (int)targetStats.fireResistance.Value; targetStats.TakeDamage(fireDamage); break; case SkillType.Water: int WaterDamage = (int)skillScript.alchemicalDamage.Value - (int)targetStats.waterResistance.Value; targetStats.TakeDamage(WaterDamage); break; case SkillType.Chill: int ChillDamage = (int)skillScript.alchemicalDamage.Value - (int)targetStats.waterResistance.Value; targetStats.TakeDamage(ChillDamage); break; } }
public override void Initialize(List <GridCell> cells, SkillAbstract _skill, IntVector2 origin) { rangeCells = new List <GridCell>(); skill = _skill; GridCell[] holdCells = cells.ToArray(); transform.position = new Vector3(cells[0].transform.position.x, cells[0].transform.position.y, cells[0].transform.position.z); LeanTween.moveY(gameObject, hoverHeight, 0.5f).setOnComplete(ShootProjectile); for (int i = 0; i < holdCells.Length / 2; i++) { int index = Mathf.FloorToInt(Random.Range(0, holdCells.Length)); if (rangeCells.Contains(holdCells[index])) { i--; } else { rangeCells.Add(holdCells[index]); } } }
public void Initalize(GridCell cell, SkillAbstract skill) { destination = cell; skill.Excute(Time.deltaTime, cell); Destroy(gameObject, lifeTime); }
public void UseSkill(SkillAbstract skillScript, float delta) { skillScript.Activate(delta); }
public void Initalize(GridCell cell, SkillAbstract _skill) { destination = cell; skill = _skill; LeanTween.move(gameObject, destination.transform.position + impactOffset, 1f / projectileSpeed).setOnComplete(TravelComplete).setEase(projectileTween); }
public void Initalize(GridCell cell, SkillAbstract skill) { skill.Excute(Time.deltaTime, cell); AlchemyManager.Instance.ApplyChill(cell); Destroy(gameObject, 0.75f); }
public void Initalize(GridCell cell, SkillAbstract skill) { skill.Excute(Time.deltaTime, cell); Destroy(gameObject, 1f); }
public override void Initialize(List <GridCell> cells, SkillAbstract skill, IntVector2 origin) { skill.Excute(Time.deltaTime, cells[0]); Destroy(gameObject, lifeTime); }
public abstract void Initialize(List <GridCell> cells, SkillAbstract skill, IntVector2 origin);