void Start() { theTimer = new C_Timer (E_TimerType.Countdown, 0.0f, timeSecs); SceneCount = 0; theImage = this.GetComponent<Image> (); theImage.sprite = CutsceneArr [SceneCount]; }
public bool CureSlow(Combatant source) { Slow = false; C_Timer.NormalRate(); V_Timer.NormalRate(); return(true); }
public bool CureHaste(Combatant source) { Haste = false; C_Timer.NormalRate(); V_Timer.NormalRate(); return(true); }
// Use this for initialization void Start() { _inputManager = C_Input.getInstance; _slowedTimer = new C_Timer (E_TimerType.Countdown, 0, slowedTimeInSec); foreach(Transform child in obstacles.transform) { _obstacleSets.Add(child); } }
void Start() { _initialPos = gameObject.transform.position; _initialScale = gameObject.transform.localScale; _initialColor = gameObject.GetComponent<Image>().color; collider = gameObject.GetComponent<Collider2D>(); _region = gameObject.transform.parent.GetComponent<BoxCollider2D>(); _speed = Random.Range (5.0f,15.0f); _delayTime = Random.Range (4.0f,10.0f); _destination = new Vector2 (Random.Range(_region.bounds.min.x,_region.bounds.max.x), Random.Range(_region.bounds.min.y,_region.bounds.max.y)); _appearTimer = new C_Timer (E_TimerType.Countdown, 0, _delayTime); //Debug.Log ("Destination\t" + _destination.ToString()); //Debug.DrawLine (transform.position,_destination,Color.red,5f); }
public bool InflictSlow(Combatant source) { if (Immune(Status.Slow)) { return(false); } if (Slow || Petrify || Peerless || Resist) { return(false); } if (Haste) { CureHaste(source); } Slow = true; C_Timer.HalfRate(); V_Timer.HalfRate(); return(true); }
public bool InflictHaste(Combatant source) { if (Immune(Status.Haste)) { return(false); } if (Haste || Petrify || Peerless || Resist) { return(false); } if (Slow) { CureSlow(source); } Haste = true; C_Timer.DoubleRate(); V_Timer.DoubleRate(); return(true); }
protected void UnpauseTimers() { C_Timer.Unpause(); V_Timer.Unpause(); TurnTimer.Unpause(); }
protected void PauseTimers() { C_Timer.Pause(); V_Timer.Pause(); TurnTimer.Pause(); }