Beispiel #1
0
    public void SpawnDamageNumbers(int amount, Color colour, Vector3 position)
    {
        DamageNumbers numbers = Instantiate(damageNumbersPrefab);

        numbers.transform.position = position;
        numbers.Init(amount, colour);
    }
Beispiel #2
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    /// <summary>
    /// Takes the damage given it and updates slider and text
    /// </summary>
    /// <param name="amount">Amount.</param>
    public void TakeDamage(int amount)
    {
        gameObject.AddComponent <DamageNumbers>();
        DamageNumbers damageNumbers = gameObject.GetComponent <DamageNumbers> ();

        damageNumbers.prefabDamage = (GameObject)Resources.Load("Damage", typeof(GameObject));
        damageNumbers.CreateDamagePopup(amount, transform.position);

        // Set the damaged flag so the screen will flash.
        damaged = true;

        // Reduce the current health by the damage amount.
        currentHealth -= amount;

        if (currentHealth <= 0)
        {
            currentHealth = 0;
        }

        // Set the health bar's value to the current health.
        healthSlider.value = currentHealth;
        healthField.text   = "<color='yellow'>" + currentHealth + "</color><color='white'> / " + maxHealth + "</color>";

        // Play the hurt sound effect.
        //playerAudio.Play ();

        // If the player has lost all it's health and the death flag hasn't been set yet...
        if (currentHealth <= 0 && !isDead)
        {
            // ... it should die.
            Death();
        }
    }
Beispiel #3
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 public static void Initialize()
 {
     canvas = GameObject.Find("DamageCanvas");
     if (damageText == null)
     {
         damageText = Resources.Load <DamageNumbers>("Prefabs/edmgParent");
     }
 }
Beispiel #4
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    public static void CreateDamageText(string text, Transform location)
    {
        DamageNumbers instance = Instantiate(damageText);

        instance.transform.SetParent(canvas.transform, false);
        instance.transform.position = new Vector2(location.position.x + Random.Range(-0.1f, 0.1f), location.position.y + Random.Range(0.1f, 0.3f));
        instance.SetText(text);
    }
    public static void CreateFloatingText(string text, Transform location)
    {
        DamageNumbers instance      = Instantiate(popupText);
        Vector2       screenPostion = Camera.main.WorldToScreenPoint(location.position);

        instance.transform.SetParent(canvas.transform, false);
        instance.transform.position = screenPostion;
        instance.SetText(text);
    }
    public static void initialize()
    {
        canvas = GameObject.Find("UI");

        if (!popupText)
        {
            popupText = Resources.Load <DamageNumbers>("Prefabs/PopupTextParent");
        }
    }
 private void Awake()
 {
     nextFireTime       = timeUntilFire;
     rb2d               = GetComponent <Rigidbody2D>();
     spriteRenderer     = GetComponent <SpriteRenderer>();
     spriteAnimator     = GetComponent <SpriteAnimator>();
     bulletCounter      = GameObject.FindGameObjectWithTag("BulletManager").GetComponent <BulletCounter>();
     playerController   = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();
     playerAudioManager = GameObject.FindGameObjectWithTag("PlayerAudio").GetComponent <ObjectAudioManager>();
     damageNumbers      = GameObject.FindGameObjectWithTag("DamageNumbers").GetComponent <DamageNumbers>();
 }
Beispiel #8
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    public static void ResolveTriggers(TriggerTypes triggerType, Action callBack = null)
    {
        if (callBack != null)
        {
            Console.Write(triggerType.ToString(), LogTypes.Triggers, true, "yellow");
        }
        else
        {
            Console.Write(triggerType + " is resolved again", LogTypes.Triggers, false, "yellow");
        }

        if (triggerType == TriggerTypes.OnDamageIsDealt && callBack != null)
        {
            DamageNumbers.UpdateSavedHP();
        }

        StackLevel currentLevel = GetCurrentLevel();

        if (currentLevel == null || currentLevel.IsActive)
        {
            CreateNewLevelOfStack(triggerType, callBack);
            currentLevel = GetCurrentLevel();
        }

        if (!currentLevel.IsActive)
        {
            SetStackLevelCallBack(callBack);

            List <Trigger>   currentTriggersList = currentLevel.GetTriggersByPlayer(Phases.PlayerWithInitiative);
            Players.PlayerNo currentPlayer       = (currentTriggersList.Count > 0) ? Phases.PlayerWithInitiative : Roster.AnotherPlayer(Phases.PlayerWithInitiative);
            currentTriggersList = currentLevel.GetTriggersByPlayer(currentPlayer);

            if (currentTriggersList.Count != 0)
            {
                currentLevel.IsActive = true;
                if ((currentTriggersList.Count == 1) || (IsAllSkippable(currentTriggersList)))
                {
                    FireTrigger(currentTriggersList[0]);
                }
                else
                {
                    RunDecisionSubPhase();
                }
            }
            else
            {
                if (triggerType == TriggerTypes.OnDamageIsDealt)
                {
                    DamageNumbers.ShowChangedHP();
                }
                DoCallBack();
            }
        }
    }
    private void Start()
    {
        playerController   = PlayerController.current;
        playerAudioManager = PlayerController.playerAudioManager;
        damageNumbers      = FindObjectOfType <DamageNumbers>();
        bulletCounter      = FindObjectOfType <BulletCounter>();

        if (affectedByForce)
        {
            forceScript = gameObject.AddComponent <EnemyGetAffectedByForce>() as EnemyGetAffectedByForce;
        }
    }
Beispiel #10
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    public void MakeDamageNumbers(int iDamage, DamageNumbers prefab)
    {
        DamageNumbers dn = Instantiate <DamageNumbers>(prefab);

        dn.transform.position = transform.position + new Vector3(0.0f, minion.template.fHeight, 0.0f);
        dn.Init(iDamage);
        if (baseNumbers != null)
        {
            baseNumbers.Bump();
            dn.nextNumbers = baseNumbers;
        }
        baseNumbers = dn;
    }
Beispiel #11
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    public static void ResolveTriggers(TriggerTypes triggerType, Action callBack = null)
    {
        if (DebugManager.DebugTriggers)
        {
            Debug.Log("Triggers are resolved: " + triggerType);
        }

        if (triggerType == TriggerTypes.OnDamageIsDealt && callBack != null)
        {
            DamageNumbers.UpdateSavedHP();
        }

        StackLevel currentLevel = GetCurrentLevel();

        if (currentLevel == null || currentLevel.IsActive)
        {
            CreateNewLevelOfStack(callBack);
            currentLevel = GetCurrentLevel();
        }

        if (!currentLevel.IsActive)
        {
            SetStackLevelCallBack(callBack);

            List <Trigger>   currentTriggersList = currentLevel.GetTriggersByPlayer(Phases.PlayerWithInitiative);
            Players.PlayerNo currentPlayer       = (currentTriggersList.Count > 0) ? Phases.PlayerWithInitiative : Roster.AnotherPlayer(Phases.PlayerWithInitiative);
            currentTriggersList = currentLevel.GetTriggersByPlayer(currentPlayer);

            if (currentTriggersList.Count != 0)
            {
                currentLevel.IsActive = true;
                if ((currentTriggersList.Count == 1) || (IsAllSkippable(currentTriggersList)))
                {
                    FireTrigger(currentTriggersList[0]);
                }
                else
                {
                    RunDecisionSubPhase();
                }
            }
            else
            {
                if (triggerType == TriggerTypes.OnDamageIsDealt)
                {
                    DamageNumbers.ShowChangedHP();
                }
                DoCallBack();
            }
        }
    }
Beispiel #12
0
    /// <summary>
    /// Takes the damage given it and updates slider and text
    /// </summary>
    /// <param name="amount">Amount.</param>
    public IEnumerator TakeDamage(int amount)
    {
        DamageNumbers damageNumbers = gameObject.AddComponent <DamageNumbers>();

        damageNumbers.battleCanvas = GameObject.Find("GameBoyCanvas").GetComponent <RectTransform>();
        damageNumbers.prefabDamage = prefabDamage;
        damageNumbers.CreateDamagePopup(amount, transform.position);
        ShakeCamera();

        // Set the damaged flag so the screen will flash.
        //damaged = true;

        // Reduce the current health by the damage amount.
        losingHealthCurrent = currentHealth;
        currentHealth      -= amount;
        damaged             = true;
        damageDealt         = amount;

        while (damageDealt > 0)
        {
            yield return(null);
        }
        damaged = false;


        if (currentHealth <= 0)
        {
            currentHealth = 0;
        }

        UpdateHealth();

        // Set the health bar's value to the current health.
        //healthSlider.value = currentHealth;
        //healthField.text = "<color='yellow'>" + currentHealth + "</color><color='white'> / " + maxHealth + "</color>";

        // Play the hurt sound effect.
        //playerAudio.Play ();

        // If the player has lost all it's health and the death flag hasn't been set yet...
        if (currentHealth <= 0 && !isDead)
        {
            // ... it should die.
            Death();
        }

        underAttack = false;
    }
    public static DamageNumber CreateFromPrefab(DamageNumber prefab,
        int amount,
        Vector3 pos,
        DamageNumbers parent)
    {
        var number = Instantiate(prefab);

        pos.x += Random.Range(-JITTER_X, JITTER_X);

        number.GetComponent<Text>().text = amount.ToString();
        number.spawned = Time.time;
        number.transform.SetParent(parent.transform, false);
        number.transform.position = pos;

        return number;
    }
Beispiel #14
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    void Start()
    {
        LeanTween.init(1000);
        itemTemplates      = FindObjectOfType <ItemTemplates>();
        inventory          = GetComponent <Inventory>();
        artifacts          = GetComponent <Artifacts>();
        rigidBody2D        = GetComponent <Rigidbody2D>();
        spriteRenderer     = GetComponent <SpriteRenderer>();
        hullUpgradeManager = GetComponent <HullUpgradeManager>();


        redBarImage = healthBarFill.GetComponentsInChildren <Image>()[1];

        redBarImage.enabled = false;

        PlayerProperties.spriteRenderer = this.spriteRenderer;

        if (SceneManager.GetActiveScene().name != "Tutorial" && SceneManager.GetActiveScene().name != "Demo Level")
        {
            if (!playerHubNames.Contains(SceneManager.GetActiveScene().name))
            {
                loadPrevItems();
                isInPlayerHub = false;
            }
            else
            {
                isInPlayerHub = true;
            }
        }

        damageNumbers = FindObjectOfType <DamageNumbers>();
        audioManager  = FindObjectOfType <AudioManager>();
        healNumbers   = FindObjectOfType <PlayerHealNumbers>();
        cameraShake   = FindObjectOfType <CameraShake>();

        artifacts.artifactsUI.SetActive(false);
        inventory.inventory.SetActive(false);

        if (SceneManager.GetActiveScene().name != "Tutorial")
        {
            shipHealth = shipHealthMAX;
        }

        CheckAndUpdateHealth();
    }
Beispiel #15
0
    public static void CreateDamage(GameObject enemy, int damage)
    {
        if (enemy.GetComponent <EnemyController>().health <= 0)
        {
            return;
        }
        GameObject[] numbers = GameObject.FindGameObjectsWithTag("DamageNumber");
        for (int i = 0; i < numbers.Length; i++)
        {
            DamageNumbers currentNumber = numbers[i].GetComponent <DamageNumbers>();
            if (currentNumber.enemy == enemy)
            {
                currentNumber.AddDamage(damage);
                return;
            }
        }
        GameObject    numberObj = Instantiate(DamageNumberManager.damagePrefab, GameManager.Canvas);
        DamageNumbers number    = numberObj.GetComponent <DamageNumbers>();

        number.enemy = enemy.gameObject;
        number.AddDamage(damage);
    }
Beispiel #16
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    public void SetUp()
    {
        m_isDefending   = false;
        oldPos          = gameObject.transform.position;
        newPos          = gameObject.transform.position;
        m_battleSystem  = FindObjectOfType <BattleSystem>();
        r_damageNumbers = GetComponentInChildren <DamageNumbers>();
        if (gameObject.tag == "Player")
        {
            CharacterSheet stats = r_characterSheet;
            m_spriteR = stats.m_spriteR;
            m_spriteL = stats.m_spriteL;
            GetComponent <SpriteRenderer>().sprite = m_spriteL;
            m_facingLeft = true;

            m_level = stats.m_level;
            m_name  = stats.name;

            m_maxHP = stats.m_maxHP;
            m_HP    = stats.m_currentHP;

            m_maxSP = stats.m_maxSP;
            m_SP    = stats.m_currentSP;

            m_maxAP = stats.m_maxAP;
            m_AP    = stats.m_currentAP;

            m_attack       = stats.m_strength;
            m_defence      = stats.m_fortitude;
            m_magic        = stats.m_wisdom;
            m_magicDefence = stats.m_resistance;
            m_speed        = stats.m_agility;

            m_x = stats.m_x;
            m_y = stats.m_y;
        }

        if (gameObject.tag == "Enemy")
        {
            EnemySheet stats = r_enemySheet;
            m_spriteR = stats.m_spriteR;
            m_spriteL = stats.m_spriteL;
            GetComponent <SpriteRenderer>().sprite = m_spriteR;
            m_facingLeft = false;

            m_level = stats.m_level;

            m_maxHP = stats.m_maxHP;
            m_HP    = stats.m_HP;

            m_maxSP = stats.m_maxSP;
            m_SP    = stats.m_SP;

            m_maxAP = stats.m_maxAP;
            m_AP    = stats.m_AP;

            m_attack       = stats.m_attack;
            m_defence      = stats.m_defence;
            m_magic        = stats.m_magic;
            m_magicDefence = stats.m_magicDefence;
            m_speed        = stats.m_speed;

            foreach (BattlePawn pawn in m_battleSystem.m_charactersInBattle)
            {
                if (pawn.gameObject.tag == "Player")
                {
                    r_playerPawns.Add(pawn);
                }
            }
            r_targetPlayer = r_playerPawns[0];
        }
    }
Beispiel #17
0
 void Start()
 {
     dmg  = gameObject.GetComponentInParent(typeof(DamageNumbers)) as DamageNumbers;
     text = GetComponent <Text>();
 }