613 lines
21 KiB
C#
613 lines
21 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// Załozenia na przyszłość
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/// - player atakując powinien wysyłać informacje o akcji ataku z wartością obrażeń
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/// enemy przymując ją powinien kalkulować szanse uniku / bloku (i odskakiwać w bokj lub do tyłu) albo przyjmować obrazenia
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/// WSZĘDZIE ANIMACJA blokuąca inne akcje na czas odtwarzania efektu
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/// </summary>
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public enum WizardBattleStepsEnum
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{
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First, // have 100% hp, lasts until the value will be reduced to 7%%
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Second, // have 75%% hp, lasts until the value will be reduced to 50%
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Third, // have 50%% hp, lasts until the value will be reduced to 25%
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Last,
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Summoning, // after reducing hp to 75, 50, 25 per cent wizard start to summon minions
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Escaping // when player have 25% he starts escape - go to teleport
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}
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[RequireComponent(typeof(NPC))]
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[RequireComponent(typeof(AStarPathfindingAgent))]
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class BattleWizard : MonoBehaviour
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{
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public const string BATTLE_STATE = "BattleState";
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public WizardBattleStepsEnum BattleState = WizardBattleStepsEnum.First;
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[Header("Health")]
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public float defence = 0;
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public int maxHealth = 100;
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public float currentHealth;
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public bool canTakeDamage = true;
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public float attackValue = 5;
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public float attackingRadius = 6;
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[Header("Summoned Minions")]
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public GameObject MinionRespowner;
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public int SummonedMinionsCounter = 3;
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public int KilledMinionsCounter = 0;
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public bool IsAfterSummoning = false;
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[Header("Step points")]
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public bool approaching = false; // mean - we can go closer to Player
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[Space]
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public int CurrentPoint = 0;
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public Transform[] Points;
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public Vector3 TargetPosition;
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[Space]
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[Header("Attacking Logic")]
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public bool hit = false;
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public bool firstAttack = false;
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public float timerDmg = 0f;
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public float timeToWaitBeforeNextAttack = 1.0f; // time which npc must wait before he can atack player again
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public float timerHit = 0f;
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public float timeToWaitBeforeNextHitFromPlayer = 0.55f; // should be moved to player script !!!!
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public bool isPanelEnabled = true; // flag about some panel status.... (probably youDied / respown)
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private void Start()
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{
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MinionRespowner.GetComponent<CounterRespowner>().Respown = false;
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MinionRespowner.GetComponent<CounterRespowner>().Counter = 0;
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currentHealth = maxHealth;
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if (HasProggress())
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{
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BattleState = GetProggress();
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switch(BattleState)
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{
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case WizardBattleStepsEnum.First:
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{
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// to do nothing to do here
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break;
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}
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case WizardBattleStepsEnum.Second:
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{
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BattleState = WizardBattleStepsEnum.First; // go one stop earlier to propertly go throught Escaping and Summoning
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gameObject.transform.position = Points[0].position;
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currentHealth = maxHealth * 0.75f;
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SummonedMinionsCounter = 3;
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CurrentPoint = 1;
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break;
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}
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case WizardBattleStepsEnum.Third:
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{
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BattleState = WizardBattleStepsEnum.Second;
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gameObject.transform.position = Points[1].position;
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currentHealth = maxHealth * 0.50f;
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SummonedMinionsCounter = 6;
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CurrentPoint = 2;
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break;
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}
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case WizardBattleStepsEnum.Last:
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{
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BattleState = WizardBattleStepsEnum.Third;
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gameObject.transform.position = Points[2].position;
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currentHealth = maxHealth * 0.25f;
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SummonedMinionsCounter = 12;
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CurrentPoint = 3;
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break;
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}
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}
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}
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else
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{
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gameObject.GetComponent<NPC>().State = NPCStateEnum.None;
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BattleState = WizardBattleStepsEnum.First;
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CurrentPoint = 0;
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SummonedMinionsCounter = 3; // deffault value at start
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}
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defecnceCalculate();
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speedCalculate();
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// control battle proggress
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ManageBehaviourScenario();
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}
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private void Update()
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{
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if (gameObject.GetComponent<NPC>().State == NPCStateEnum.Walking)
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{
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var dir = TargetPosition - transform.position;
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float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
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dir.Normalize();
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gameObject.GetComponent<Animator>().SetBool("isRunning", new Vector2( dir.x, dir.y) != Vector2.zero);
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}
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// taking demage by time logic
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TakingDamageManagment();
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// take action based on npc state
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HandleState();
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// config battle depending on state
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if (IsAfterSummoning)
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{
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//wait for killing minions by player
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if (MinionRespowner.GetComponent<CounterRespowner>().killedMinions >= SummonedMinionsCounter * 3/5f)
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{
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SummonedMinionsCounter *= 2;
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MinionRespowner.GetComponent<CounterRespowner>().killedMinions = 0;
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IsAfterSummoning = false;
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if ((WizardBattleStepsEnum)GetProggress() == WizardBattleStepsEnum.First)
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BattleState = WizardBattleStepsEnum.Second;
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else if ((WizardBattleStepsEnum)GetProggress() == WizardBattleStepsEnum.Second)
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BattleState = WizardBattleStepsEnum.Third;
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else if ((WizardBattleStepsEnum)GetProggress() == WizardBattleStepsEnum.Third)
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BattleState = WizardBattleStepsEnum.Last;
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approaching = true; // flag whivh tell to go in player direction
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canTakeDamage = true;
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
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SaveProggress(BattleState);
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}
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}
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}
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public void OnTriggerEnter2D(Collider2D collision)
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{
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// after reaching teleport position remove component
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if (collision.gameObject.tag == "SceneTransition")
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{
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collision.gameObject.GetComponent<DoorBehaviour>().isEnabled = true;
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SaveProggress(WizardBattleStepsEnum.First);
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Destroy(gameObject);
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}
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// Hit logic
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if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox")
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{
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hit = true;
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}
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}
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public void OnTriggerExit2D(Collider2D collision)
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{
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// Hit logic
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if (collision.gameObject.tag == "AttackHitbox" || collision.gameObject.tag == "PickaxeHitbox")
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{
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timerDmg = 0f;
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hit = false;
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}
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}
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// script controlling battle scenario by listening on change, depending on:
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// - Wizard life
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// - Wizard state
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// - battle state
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public void ManageBehaviourScenario()
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{
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// at first
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if (BattleState == WizardBattleStepsEnum.First &&
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gameObject.GetComponent<NPC>().State == NPCStateEnum.None)
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{
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Debug.Log("First");
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approaching = true;
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking; // HandleState make rest - makes sure the wizard walks up to the player and cxhange state to attacking
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} else
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// detect health status after each taked damage from player (invoked in TakeDamage)
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if ((BattleState == WizardBattleStepsEnum.First || BattleState == WizardBattleStepsEnum.Second || BattleState == WizardBattleStepsEnum.Third) &&
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(gameObject.GetComponent<NPC>().State & NPCStateEnum.Attacking) > 0)
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{
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if (IsAfterSummoning == true)
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return;
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} else
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// 1 Change state to pending & block damage taking & go to safe position
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if (BattleState == WizardBattleStepsEnum.Escaping)
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{
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gameObject.GetComponent<AStarPathfindingAgent>().speed = 5f;
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canTakeDamage = false;
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approaching = false;
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if (currentHealth <= maxHealth * 0.10f) // summon before
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{
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Debug.Log("Wizard HP critical");
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TargetPosition = Points[Points.Count() - 1].position;
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SummonManagment();
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}
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else
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{
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TargetPosition = Points[CurrentPoint].position;
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CurrentPoint++;
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}
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking; // go to newxt base point
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} else
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if (BattleState == WizardBattleStepsEnum.Summoning)
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{
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if(!IsAfterSummoning)
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{
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speedCalculate();
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SummonManagment();
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}
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}
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}
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public void HandleState()
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{
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switch (gameObject.GetComponent<NPC>().State)
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{
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case NPCStateEnum.Walking: // to player, to next point, to exit xd
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{
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WalkingManagment();
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break;
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}
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case NPCStateEnum.Attacking:
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{
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gameObject.GetComponent<Animator>().SetBool("isRunning", false);
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AttackManagment();
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break;
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}
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case NPCStateEnum.Pending:
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{
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gameObject.GetComponent<Animator>().SetBool("isRunning", false);
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BattleState = WizardBattleStepsEnum.Summoning;
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ManageBehaviourScenario();
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break;
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}
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default:
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{
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break;
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}
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}
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}
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public void WalkingManagment()
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{
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StopAllCoroutines();
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if(approaching)
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{
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// when we can go closer to player - we go closer and when we are close enought we start attacking
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if (!IsInAttackRadious())
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{
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gameObject.GetComponent<AStarPathfindingAgent>().FindPath();
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StartCoroutine(gameObject.GetComponent<AStarPathfindingAgent>().FollowPath());
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}
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else
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{
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timeToWaitBeforeNextAttack = 0; // to allowa to first hit withot waiting
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// in this script we set attacking mode
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Attacking;
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gameObject.GetComponent<AStarPathfindingAgent>().path.Clear(); // if we are able to talgk we dont want go go further player
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}
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}
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else
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{
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// we summon minions and go to next save point, else we escape
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// IMPOSRANT make summoning and walking independent and unbinded in code
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// first focus on targetting next step from list
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//Debug.Log(Vector2.Distance(transform.position, TargetPosition));
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if (Vector2.Distance(transform.position, TargetPosition) > 0.95f) // count value - path finding stop moving them before reachin position well..
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{
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gameObject.GetComponent<AStarPathfindingAgent>().point = TargetPosition;
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gameObject.GetComponent<AStarPathfindingAgent>().FindPoint();
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StartCoroutine(gameObject.GetComponent<AStarPathfindingAgent>().FollowPath());
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}
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else
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{
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// ------ anim.SetBool("isRunning", false);
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gameObject.GetComponent<Animator>().SetBool("isRunning", false);
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// set next point for future
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending; // decide what next
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}
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}
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}
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public void SummonManagment()
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{
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// 2. Spown minions (depending on iteration increase spowned amount
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BlockRespowners();
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MinionRespowner.GetComponent<CounterRespowner>().Counter = SummonedMinionsCounter;
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MinionRespowner.GetComponent<CounterRespowner>().Respown = true;
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IsAfterSummoning = true;
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Debug.Log("After summoning");
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}
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#region damage managment
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/// <summary>
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/// Take damage only once in a time and only when IT IS ALLOWED
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/// </summary>
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public void TakingDamageManagment()
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{
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// COPIED FROM Following Enemy scripts
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// Taking hit logic
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timerHit += Time.deltaTime;
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if (hit == true && canTakeDamage)
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{
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if (timerHit >= timeToWaitBeforeNextHitFromPlayer)
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{
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TakeDamage(PlayerPrefs.GetFloat("attackValue"));
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hit = false;
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timerHit = 0f;
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TakeKnockback();
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}
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}
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}
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private void TakeDamage(float damage)
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{
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var healthBeforeDamage = currentHealth;
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damage = damage - defence;
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damage = damage < 0 ? 0 : damage;
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Debug.Log("Gamage from player: " + damage + "(defence: " + defence + ")");
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currentHealth -= damage;
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/* if (gameObject.GetComponent<Enemy>().health <= 0)
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{
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gameObject.SetActive(false);
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gameObject.GetComponent<Enemy>().isKilled = 1;
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GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().GetExp(30);
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// pass info about killing assigned enemy to mission manager listener
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// pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
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ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
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}*/
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if (
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(healthBeforeDamage > maxHealth * 0.75f && currentHealth <= maxHealth * 0.75f) ||
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(healthBeforeDamage > maxHealth * 0.50f && currentHealth <= maxHealth * 0.50f) ||
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(healthBeforeDamage > maxHealth * 0.25f && currentHealth <= maxHealth * 0.25f) ||
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(healthBeforeDamage > maxHealth * 0.10f && currentHealth <= maxHealth * 0.10f)
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){
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Debug.Log("escaping");
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BattleState = WizardBattleStepsEnum.Escaping;
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Debug.Log(BattleState);
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// re-calculate after each damage
|
|||
|
defecnceCalculate();
|
|||
|
speedCalculate();
|
|||
|
|
|||
|
ManageBehaviourScenario();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void TakeKnockback()
|
|||
|
{
|
|||
|
Rigidbody2D enemy = gameObject.GetComponent<Rigidbody2D>();
|
|||
|
Rigidbody2D player = GameObject.FindGameObjectWithTag("Player").GetComponent<Rigidbody2D>();
|
|||
|
|
|||
|
if (enemy != null)
|
|||
|
{
|
|||
|
enemy.isKinematic = false;
|
|||
|
Vector2 difference = enemy.transform.position - player.transform.position;
|
|||
|
difference = difference.normalized * 5; // thrust
|
|||
|
enemy.AddForce(difference, ForceMode2D.Impulse);
|
|||
|
//StartCoroutine(KnockCo(enemy));
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion
|
|||
|
|
|||
|
#region attack managment
|
|||
|
|
|||
|
public void AttackManagment()
|
|||
|
{
|
|||
|
// if during Attacking mode player GO OUT of the attacking radious
|
|||
|
if (!IsInAttackRadious())
|
|||
|
{
|
|||
|
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// Attack logic
|
|||
|
if (timerDmg >= timeToWaitBeforeNextAttack)
|
|||
|
{
|
|||
|
timerDmg = 0f;
|
|||
|
|
|||
|
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().TakeDamage(
|
|||
|
attackValue,
|
|||
|
isPanelEnabled
|
|||
|
);
|
|||
|
}
|
|||
|
speedCalculate(); // to restore property timeToWaitBeforeNextAttack walue
|
|||
|
|
|||
|
timerDmg += Time.deltaTime;
|
|||
|
}
|
|||
|
|
|||
|
public bool IsInAttackRadious()
|
|||
|
{
|
|||
|
if (Vector2.Distance(GameObject.FindGameObjectWithTag("Player").transform.position, transform.position) >= attackingRadius)
|
|||
|
return false;
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
#endregion
|
|||
|
|
|||
|
// jesli gracz ma "x" pkt siły
|
|||
|
// Ze wzgledu na wyniki EXCEL'a zakładajac że
|
|||
|
// - gracz ma 4/5 pkt sily (skile + bonus naszyjnika)
|
|||
|
// obrona nie moze przekroczyc 3 - 3.2f
|
|||
|
public void defecnceCalculate()
|
|||
|
{
|
|||
|
if (currentHealth > maxHealth * 0.75f)
|
|||
|
{
|
|||
|
defence = 1.5f;
|
|||
|
}else if(currentHealth <= maxHealth * 0.75f && currentHealth > maxHealth * 0.50f)
|
|||
|
{
|
|||
|
defence = 2.5f;
|
|||
|
}
|
|||
|
else if (currentHealth <= maxHealth * 0.50f && currentHealth > maxHealth * 0.25f)
|
|||
|
{
|
|||
|
defence = 3.15f;
|
|||
|
} else if (currentHealth <= maxHealth * 0.25f && currentHealth > maxHealth * 0.10f)
|
|||
|
{
|
|||
|
defence = 4f; // or higher ???
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void speedCalculate()
|
|||
|
{
|
|||
|
if (currentHealth > maxHealth * 0.75f)
|
|||
|
{
|
|||
|
gameObject.GetComponent<AStarPathfindingAgent>().speed = 1f;
|
|||
|
timeToWaitBeforeNextAttack = 1f;
|
|||
|
}
|
|||
|
else if (currentHealth <= maxHealth * 0.75f && currentHealth > maxHealth * 0.50f)
|
|||
|
{
|
|||
|
gameObject.GetComponent<AStarPathfindingAgent>().speed = 1.15f;
|
|||
|
timeToWaitBeforeNextAttack = 0.8f;
|
|||
|
}
|
|||
|
else if (currentHealth <= maxHealth * 0.50f && currentHealth > maxHealth * 0.25f)
|
|||
|
{
|
|||
|
gameObject.GetComponent<AStarPathfindingAgent>().speed = 1.30f;
|
|||
|
timeToWaitBeforeNextAttack = 0.7f;
|
|||
|
|
|||
|
}
|
|||
|
else if (currentHealth <= maxHealth * 0.25f && currentHealth > maxHealth * 0.10f)
|
|||
|
{
|
|||
|
gameObject.GetComponent<AStarPathfindingAgent>().speed = 1.45f;
|
|||
|
timeToWaitBeforeNextAttack = 0.6f;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#region Respown minions managments
|
|||
|
private void BlockRespowners()
|
|||
|
{
|
|||
|
ResetRespowners();
|
|||
|
|
|||
|
if (SummonedMinionsCounter == 3) // use only 1
|
|||
|
{
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(1).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(2).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(3).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(4).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(5).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
}
|
|||
|
if (SummonedMinionsCounter == 6) // use 2 & 3
|
|||
|
{
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(0).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(3).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(4).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(5).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
}
|
|||
|
if (SummonedMinionsCounter == 12) // use 2 & 4 & 5
|
|||
|
{
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(0).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(1).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(5).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
}
|
|||
|
if (SummonedMinionsCounter > 12) // use 4 & 5 & 6
|
|||
|
{
|
|||
|
SummonedMinionsCounter = 15;
|
|||
|
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(0).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(1).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
MinionRespowner.GetComponent<CounterRespowner>().respownPoints.ElementAtOrDefault(2).GetComponent<MinionRespowner>().Blocked = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void ResetRespowners()
|
|||
|
{
|
|||
|
foreach(var respownPointObject in MinionRespowner.GetComponent<CounterRespowner>().respownPoints)
|
|||
|
{
|
|||
|
respownPointObject.GetComponent<MinionRespowner>().Blocked = false;
|
|||
|
}
|
|||
|
}
|
|||
|
#endregion
|
|||
|
|
|||
|
#region proggress API
|
|||
|
public void SaveProggress(WizardBattleStepsEnum status)
|
|||
|
{
|
|||
|
Debug.Log("Save: " + status);
|
|||
|
|
|||
|
PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "." + BATTLE_STATE, (int)status);
|
|||
|
}
|
|||
|
|
|||
|
public WizardBattleStepsEnum GetProggress()
|
|||
|
{
|
|||
|
return (WizardBattleStepsEnum)PlayerPrefs.GetInt(SceneManager.GetActiveScene().name + "." + BATTLE_STATE);
|
|||
|
}
|
|||
|
|
|||
|
public bool HasProggress()
|
|||
|
{
|
|||
|
return PlayerPrefs.HasKey(SceneManager.GetActiveScene().name + "." + BATTLE_STATE);
|
|||
|
}
|
|||
|
#endregion
|
|||
|
}
|