137 lines
3.7 KiB
C#
137 lines
3.7 KiB
C#
using Assets.Scripts;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Fight : MonoBehaviour
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{
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GameObject tile;
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GameObject enemy;
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GameObject player;
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System.Random rand = new System.Random();
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UIHandler uihandler;
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public void startFight(GameObject tile, GameObject enemy, GameObject player)
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{
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this.tile = tile;
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this.enemy = enemy;
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this.player = player;
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enemy.GetComponent<Enemy>().scaleEnemy(player.GetComponent<Player>());
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enemy.transform.rotation = player.transform.rotation;
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uihandler = GameObject.Find("UIHandler").GetComponent<UIHandler>();
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uihandler.openFight();
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uihandler.updateFightInterface(enemy, player);
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}
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private void endFight()
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{
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uihandler.closeFight();
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}
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public void playerAction(int index)
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{
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int playerDamage = 0;
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int skillnumber = -1;
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switch (index)
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{
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case 1:
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endFight();
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uihandler.showMessage("INFORMATION;You escaped");
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break;
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case 2:
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//User waits
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break;
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case 3:
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playerDamage = player.GetComponent<Player>().calculateDamage();
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break;
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case 4:
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skillnumber = 0;
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break;
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case 5:
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skillnumber = 1;
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break;
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case 6:
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skillnumber = 2;
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break;
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}
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if (skillnumber != -1)
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{
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playerDamage = player.GetComponent<Player>().castSkill(skillnumber);
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}
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player.GetComponent<Player>().reduceCooldown(skillnumber);
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player.GetComponent<Player>().regainSecondary(2);
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bool isDead = enemy.GetComponent<Enemy>().takeDamage(playerDamage);
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if (isDead)
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{
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endFight();
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tile.GetComponent<Tile>().enemyKilled(enemy);
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player.GetComponent<Player>().enemyKilled();
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player.GetComponent<Player>().gainExperience(enemy.GetComponent<Enemy>().getExperience());
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}
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else
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{
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if (index != 1)
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{
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enemyAction();
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uihandler.updateFightInterface(enemy, player);
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}
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}
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}
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public void enemyAction()
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{
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int enemyDamage = -1;
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// { health, maxHealth, secondary, maxSecondary, strength, dexterity, intelligence };
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int[] enemyStats = enemy.GetComponent<Enemy>().getStats();
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int index = rand.Next(0,3);
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if (enemyStats[0] <= enemyStats[1] / 4 && index != 0)
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{
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enemyDamage = secondChance();
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if (enemyDamage != 0)
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{
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enemyDamage = secondChance();
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}
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}
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else if (enemyStats[0] <= enemyStats[1] / 2 && index != 0)
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{
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enemyDamage = secondChance();
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}
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if (index == 2 && enemyStats[2] <= 0)
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{
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index = 1;
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}
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if (enemyDamage == 0 || index == 0)
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{
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endFight();
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uihandler.showMessage("INFORMATION;The enemy escaped!");
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}
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else
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{
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switch (index)
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{
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case 1:
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enemyDamage = enemy.GetComponent<Enemy>().calculateDamage();
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break;
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case 2:
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enemyDamage = enemy.GetComponent<Enemy>().calculateHeavy();
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break;
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}
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}
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if (player.GetComponent<Player>().takeDamage(enemyDamage))
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{
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uihandler.showDeathScreen();
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}
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}
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private int secondChance()
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{
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int result = rand.Next(0, 3);
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return result;
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}
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}
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