Beispiel #1
0
 IEnumerator Potion()
 {
     for (int i = 0; i < potionCount; i++)
     {
         charStatus.DecreaseHealthPoint((int)(charStatus.HealthPoint * -0.3));
         yield return(new WaitForSeconds(1f));
     }
 }
Beispiel #2
0
    void OnTriggerEnter(Collider coll)
    {
        if (coll.gameObject.layer == LayerMask.NameToLayer("Enermy"))
        {
            Monster monster = coll.gameObject.GetComponent <Monster>();
            //  charManager.UIManager.BattleUIManager.monsterHpBarCalculation(monster.gameObject.name, monster.MaxHP, monster.CurrentHP);
            UIManager.Instance.BattleUIManager.ComboProcess(++characterManager.ComboCount);
            StartCoroutine(characterManager.ComboCheck(characterManager.ComboCount));

            Instantiate(Resources.Load <GameObject>("Effect/HitEffect"), new Vector3(coll.transform.position.x, coll.transform.position.y + 1.0f, coll.transform.position.z + 0.5f), Quaternion.identity);
            if (monster != null)
            {
                if (characterManager.NormalAttackState)
                {
                    damage = characterStatus.Attack;
                }
                else if (characterManager.SkillAttackState)
                {
                    damage = characterStatus.Attack;
                }

                if (damage != 0)
                {
                    if (characterStatus.HClass == CharacterStatus.CharClass.Warrior)
                    {
                        if (characterStatus.SkillLevel[5] < 4)
                        {
                            if (characterManager.NormalAttackState)
                            {
                                int testPassiveHP;

                                testPassiveHP = (int)((SkillManager.Instance.SkillData.GetSkill((int)characterStatus.HClass, 4).GetSkillData(skillLv).SkillValue) * damage);

                                if (characterStatus.MaxHealthPoint > characterStatus.HealthPoint)
                                {
                                    characterStatus.DecreaseHealthPoint(-testPassiveHP);
                                    Debug.Log("blood");
                                }
                            }
                        }
                        else if (characterStatus.SkillLevel[5] == 4)
                        {
                            Debug.Log("in Warrior");
                            int testPassiveHP;

                            testPassiveHP = (int)((SkillManager.Instance.SkillData.GetSkill((int)characterStatus.HClass, 4).GetSkillData(skillLv).SkillValue) * damage);
                            if (characterStatus.MaxHealthPoint > characterStatus.HealthPoint)
                            {
                                characterStatus.DecreaseHealthPoint(-testPassiveHP);
                            }
                        }
                    }
                    monster.HitDamage(damage);
                    damage = 0;
                }
            }
        }
    }
Beispiel #3
0
 IEnumerator Potion()
 {
     for (int i = 0; i < potionCount; i++)
     {
         characterStatus.DecreaseHealthPoint((int)(characterStatus.HealthPoint * -0.3));
         characterStatus.DecreaseMagicPoint((int)(characterStatus.MagicPoint * -0.3));
         UIManager.Instance.BattleUIManager.hpBarCalculation(characterStatus.MaxHealthPoint, characterStatus.HealthPoint);
         UIManager.Instance.BattleUIManager.mpBarCalculation(characterStatus.MaxMagicPoint, characterStatus.MagicPoint);
         yield return(new WaitForSeconds(1f));
     }
 }