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Update prefabs

This commit is contained in:
Steffo 2019-04-29 20:47:35 +02:00
parent f0160aa811
commit bab35ae71f
10 changed files with 22 additions and 15 deletions

View file

@ -96,8 +96,8 @@ MonoBehaviour:
overlappable: 1
hpMax: 1
hp: 1
hpChange: -1
maxHpChange: -1
hpChange: -2
maxHpChange: -2
damage: 3
attackAnimation: {fileID: 5896060810164205279, guid: 602b69921902efc44ab8a008655b6574,
type: 3}

View file

@ -96,8 +96,8 @@ MonoBehaviour:
overlappable: 1
hpMax: 1
hp: 0
hpChange: -1
maxHpChange: -1
hpChange: -6
maxHpChange: -6
damage: 5
attackAnimation: {fileID: 5896060810164205279, guid: 602b69921902efc44ab8a008655b6574,
type: 3}

View file

@ -15,9 +15,8 @@ public class EntityItemShopSword : EntityItemShop {
protected override void OnPurchase(EntityPlayer player) {
Destroy(player.GetComponent<PlayerAttack>());
player.gameObject.AddComponent<PlayerAttackMelee>();
PlayerAttackMelee pam = player.GetComponent<PlayerAttackMelee>();
PlayerAttackMelee pam = player.gameObject.AddComponent<PlayerAttackMelee>();
pam.damage = this.damage;
pam.attackAnimation = attackAnimation;
pam.attackAnimation = this.attackAnimation;
}
}

View file

@ -7,7 +7,7 @@ public class EntityMonster : Entity
public string monsterName;
public virtual void OnTurn() {
Debug.LogWarning("OnTurn() not overridden");
//Do nothing.
}
public override void Die() {

View file

@ -131,7 +131,9 @@ public class Map : MonoBehaviour
public bool CanMoveTo(Vector2Int position)
{
try {
bool walkable = GetTile(position).walkable;
MapTile tile = GetTile(position);
if(tile == null) return false;
bool walkable = tile.walkable;
List<Entity> entities = turnHandler.GetEntitiesAtPosition(position);
bool free = true;
foreach(Entity entity in entities) {
@ -257,6 +259,9 @@ public class Map : MonoBehaviour
for(int i = 0; i < enemiesToSpawn; i++) {
MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point = room.RandomPoint();
if(turnHandler.GetEntitiesAtPosition(point).Count > 0) {
continue;
}
GameObject enemyPrefab = enemyPrefabs[Random.Range(0, enemyPrefabs.Count)];
GameObject enemyObject = Instantiate(enemyPrefab, turnHandler.transform);
enemyObject.name = "Enemy " + i.ToString();
@ -268,6 +273,9 @@ public class Map : MonoBehaviour
for(int i = 0; i < curiositiesToSpawn; i++) {
MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point = room.RandomPoint();
if(turnHandler.GetEntitiesAtPosition(point).Count > 0) {
continue;
}
GameObject curiosityPrefab = curiositiesPrefabs[Random.Range(0, curiositiesPrefabs.Count)];
GameObject curiosityObject = Instantiate(curiosityPrefab, turnHandler.transform);
curiosityObject.name = "Curiosity " + i.ToString();

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@ -97,7 +97,7 @@ TextureImporter:
outline: []
physicsShape: []
bones: []
spriteID: da5d40c84f8595f47b80dcea5d2deb3a
spriteID: 3e6eb75314db5e244bebb22f21c94026
internalID: 0
vertices: []
indices:

View file

@ -97,7 +97,7 @@ TextureImporter:
outline: []
physicsShape: []
bones: []
spriteID: b492c21463e3a0f4a9b0be683bd11dda
spriteID: 6be7daae85043be438bbec5cd6228385
internalID: 0
vertices: []
indices:

View file

@ -97,7 +97,7 @@ TextureImporter:
outline: []
physicsShape: []
bones: []
spriteID: 7c02f5004020e06428309e8025378000
spriteID: 386bca1aff16bf940a124f9e4fd86f4b
internalID: 0
vertices: []
indices:

View file

@ -97,7 +97,7 @@ TextureImporter:
outline: []
physicsShape: []
bones: []
spriteID: 9f0d734ca5077c34f8b6bfb253e68903
spriteID: 7021a274552590543af602108d3f2751
internalID: 0
vertices: []
indices:

View file

@ -97,7 +97,7 @@ TextureImporter:
outline: []
physicsShape: []
bones: []
spriteID: 554f6d8e091900346aa7a07426a523ee
spriteID: ac8a71570b1ff934596f7800b57ecfd2
internalID: 0
vertices: []
indices: