Class Battle
Main class of the framework. Controls the battle phase and the interface. Contains the references to all the main systems.
Namespace: AutoBattleFramework.BattleBehaviour
Assembly: cs.temp.dll.dll
Syntax
public class Battle : MonoBehaviour
Fields
ApplyTeam2TraitModificators
If the enemy team also applies trait modificators to their members. Used only in single player for the enemy traits.
Declaration
public bool ApplyTeam2TraitModificators
Field Value
Type | Description |
---|---|
Boolean |
characterCountText
Text containing the number of characters in play and the maximum number of characters on the battlefield.
Declaration
public TMPro.TextMeshProUGUI characterCountText
Field Value
Type | Description |
---|---|
TMPro.TextMeshProUGUI |
characterStatsUI
The interface describing the stats of the selected character.
Declaration
public CharacterStatsUI characterStatsUI
Field Value
Type | Description |
---|---|
CharacterStatsUI |
damagePrefab
Declaration
public DamagePopup damagePrefab
Field Value
Type | Description |
---|---|
DamagePopup |
EffectColor
Default color of the effect damage recieved.
Declaration
public Color EffectColor
Field Value
Type | Description |
---|---|
Color |
fusionManager
The fusion manager. When a new character is added to a team or a bench, it checks if fusions are available, and if so, performs the merge.
Declaration
public FusionManager fusionManager
Field Value
Type | Description |
---|---|
FusionManager |
grid
Declaration
public BattleGrid grid
Field Value
Type | Description |
---|---|
BattleGrid |
InitialCharacters
Number of characters that the player can place in play at the start of the game.
Declaration
public int InitialCharacters
Field Value
Type | Description |
---|---|
Int32 |
ItemBenches
List of player item benches. In single player mode, the first index corresponds to the player's bench, and the second to the enemy's bench. In multiplayer, The first in the list will belong to player 1, the second to player 2 and so on.
Declaration
public List<Bench> ItemBenches
Field Value
Type | Description |
---|---|
List<Bench> |
itemDescriptionUI
The interface describing the stats of the selected item.
Declaration
public ItemDescriptionUI itemDescriptionUI
Field Value
Type | Description |
---|---|
ItemDescriptionUI |
KeepSeedWhenUsingBackup
Keep the same seed when a backup is used, so the same GameActors are displayed in the store.
Declaration
public bool KeepSeedWhenUsingBackup
Field Value
Type | Description |
---|---|
Boolean |
losePanel
Panel displayed when losing a round.
Declaration
public Image losePanel
Field Value
Type | Description |
---|---|
Image |
MagicDamageColor
Color of the magic damage recieved.
Declaration
public Color MagicDamageColor
Field Value
Type | Description |
---|---|
Color |
PhysicalDamageColor
Color of the physical damage recieved.
Declaration
public Color PhysicalDamageColor
Field Value
Type | Description |
---|---|
Color |
Seed
Declaration
public string Seed
Field Value
Type | Description |
---|---|
String |
SellZones
List of player item benches. In single player mode, the first index corresponds to the player's bench, and the second to the enemy's bench. In multiplayer, The first in the list will belong to player 1, the second to player 2 and so on.
Declaration
public List<SellZone> SellZones
Field Value
Type | Description |
---|---|
List<SellZone> |
shopManager
Declaration
public ShopManager shopManager
Field Value
Type | Description |
---|---|
ShopManager |
stage
Declaration
public ScriptableBattleStage stage
Field Value
Type | Description |
---|---|
ScriptableBattleStage |
TeamBenches
List of player character benches. In single player mode, the first index corresponds to the player's bench, and the second to the enemy's bench. In multiplayer, The first in the list will belong to player 1, the second to player 2 and so on.
Declaration
public List<Bench> TeamBenches
Field Value
Type | Description |
---|---|
List<Bench> |
teams
Declaration
public List<TeamData> teams
Field Value
Type | Description |
---|---|
List<TeamData> |
TeamTraitListUI
Declaration
public List<TraitListUI> TeamTraitListUI
Field Value
Type | Description |
---|---|
List<TraitListUI> |
timer
Timer that controls the time of each battle state. When it reaches zero, the next phase is executed.
Declaration
public Timer timer
Field Value
Type | Description |
---|---|
Timer |
TraitCheckForDistinctCharacters
If you want only characters that are different from each other to count towards the trait bonus. Used only in single player. In multiplayer the traits are always checked.
Declaration
public bool TraitCheckForDistinctCharacters
Field Value
Type | Description |
---|---|
Boolean |
TraitsToCheck
Declaration
public List<Trait> TraitsToCheck
Field Value
Type | Description |
---|---|
List<Trait> |
TraitsToCheckTeam2
In single player, the enemy checks his traits using this list. In multiplayer this list is not used.
Declaration
public List<Trait> TraitsToCheckTeam2
Field Value
Type | Description |
---|---|
List<Trait> |
UIBars
The parent transform where the HP bars of all characters will be created.
Declaration
public Transform UIBars
Field Value
Type | Description |
---|---|
Transform |
winPanel
Panel displayed when wining the game.
Declaration
public Image winPanel
Field Value
Type | Description |
---|---|
Image |
Properties
Instance
Singleton of the Battle.
Declaration
public static Battle Instance { get; }
Property Value
Type | Description |
---|---|
Battle |
Methods
CellIsNextOtherCharacterMovement(GameCharacter, GridCell)
Checks if a cell is the character's immediate next step. This function is used to prevent that two characters cannot move through the same cell at the same time.
Declaration
public bool CellIsNextOtherCharacterMovement(GameCharacter character, GridCell gridCell)
Parameters
Type | Name | Description |
---|---|---|
GameCharacter | character | Character that checks if another character has the cell as next step. |
GridCell | gridCell | Cell to check if it is the next movement of the GameCharacter. |
Returns
Type | Description |
---|---|
Boolean |
GetDamageColor(BattleFormulas.DamageType)
Returns the value of the color depending on the type of damage being inflicted.
Declaration
public Color GetDamageColor(BattleFormulas.DamageType damageType)
Parameters
Type | Name | Description |
---|---|---|
BattleFormulas.DamageType | damageType | Type of the infringed damage. |
Returns
Type | Description |
---|---|
Color |
GetMaxCharactersInTeam()
Returns the maximum number of characters in play for a player.
Declaration
public int GetMaxCharactersInTeam()
Returns
Type | Description |
---|---|
Int32 |
SetBattleOrBenchState(GameCharacter)
Set the GameCharacter State depending on whether it is on the bench (Benched status) or in play (NoTarget status). If it is in play, adds it to team list.
Declaration
public void SetBattleOrBenchState(GameCharacter character)
Parameters
Type | Name | Description |
---|---|---|
GameCharacter | character | GameCharacter to assign the State to. |
ToogleList()
Toogle between the Trait lists of both teams.
Declaration
public void ToogleList()
TraitCheck(List<GameCharacter>, List<GameCharacter>, List<Trait>, TraitListUI, Boolean)
Checks if a Trait is active in the game and applies the StatModificator from the activated TraitOption to the characters in the team.
Declaration
public void TraitCheck(List<GameCharacter> team, List<GameCharacter> benched, List<Trait> traits, TraitListUI traitList, bool changeActivation = true)
Parameters
Type | Name | Description |
---|---|---|
List<GameCharacter> | team | Team being checked for trait changes. |
List<GameCharacter> | benched | Benched characters. |
List<Trait> | traits | List of traits to be checked. |
TraitListUI | traitList | Trait list where the traits will be displayed. |
Boolean | changeActivation | Default true. Only check if trait is activated, not applying the effects on characters. |
TryFusion(ShopCharacter)
Try to perform a fusion of a character.
Declaration
public void TryFusion(ShopCharacter scriptableCharacter)
Parameters
Type | Name | Description |
---|---|---|
ShopCharacter | scriptableCharacter | Character to fuse. |