RiftMayhem/Assets/Scripts/NPC/NPCControllers_v2/-Data/NPCAbilityConditionManager.cs
Pedro Gomes b29b17ebfd New systems & spells
- Fixed issue on projectile hit events that triggered multiple times.
- Implemented % costs for health and mana
- Updated key binding UI slots to show health costs if present
- New Necromancer projectile AoEOverTime ability: Bonestorm.
- New Vamp/Cultist/Satanist summon ability: Bloody Shadow.
2024-12-29 18:39:40 +00:00

96 lines
3.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class NPCAbilityConditionManager
{
public BaseAbility ability;
public List<NPCAbilityCastCondition> castConditions = new List<NPCAbilityCastCondition>();
public bool CanCastAbility(NPCControllerBase npc)
{
foreach (NPCAbilityCastCondition condition in castConditions)
{
switch (condition.conditionType)
{
case NPCAbilityCastConditionType.Mana:
{
if (npc.Mana.EnoughMana(ability.GetFinalManaCost(npc.Mana)))
continue;
else return false;
}
case NPCAbilityCastConditionType.Health:
{
if (npc.Health.EnoughHealth(ability.GetFinalHealthCost(npc.Health)))
continue;
else return false;
}
case NPCAbilityCastConditionType.MeleeDistance:
{
if (npc.IsCloseEnough(npc.currentTarget.transform.position, npc.MeleeRange))
continue;
else return false;
}
case NPCAbilityCastConditionType.RangedDistance:
{
if (npc.IsCloseEnough(npc.currentTarget.transform.position, npc.ProjectileRange))
continue;
else return false;
}
case NPCAbilityCastConditionType.Cooldown:
{
if (!npc.abilityCooldownTracker.OnCooldown(ability))
continue;
else return false;
}
}
}
return true;
}
}
[System.Serializable]
public class ClassAbilityConditionManager
{
public BaseAbility ability;
public List<ClassAbilityCastCondition> castConditions = new List<ClassAbilityCastCondition>();
public bool CanCastAbility(RiftPlayer player)
{
foreach (ClassAbilityCastCondition condition in castConditions)
{
switch (condition.conditionType)
{
case ClassAbilityCastConditionType.Mana:
{
if (player.mana.EnoughMana(ability.manaCost))
continue;
else return false;
}
case ClassAbilityCastConditionType.Health:
{
if (player.health.EnoughHealth(ability.manaCost))
continue;
else return false;
}
case ClassAbilityCastConditionType.Cooldown:
{
if (!player.abilityCooldownTracker.OnCooldown(ability))
continue;
else return false;
}
case ClassAbilityCastConditionType.ClassResource:
{
if (player.classResource.EnoughResource(ability.classResourceCost))
continue;
else return false;
}
}
}
return true;
}
}