// Update is called once per frame void Update() { // Make sure the Audio Souce follows the Player transform.position = player.position; if (health == null) { health = sC.GetStatOfType(StatType.HealthStat) as HealthStat; if (health.PrecentValue <= 0.3) { FX.clip = heartBeat; FX.Play(); StartCoroutine(StartFade(100, 0.025f, FX)); FX.loop = true; } else if (FX.isPlaying) { StartCoroutine(StartFade(50, 0.0f, FX)); FX.Stop(); } } Debug.Log(string.Format("Slime Status: {0}", GameObject.Find("slime_VFP(Clone)"))); if (GameObject.Find("slime_VFP(Clone)") && !SlimeFX.isPlaying) { SlimeFX.Play(); Debug.Log("Slime Playing"); } else if (!GameObject.Find("slime_VFP(Clone)") && SlimeFX.isPlaying) { SlimeFX.Stop(); Debug.Log("Slime Stop Playing"); } }
/*[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] * static public void CallbackInitialization() * { * SceneManager.sceneLoaded += OnSceneLoaded; * } * * static private void OnSceneLoaded(Scene arg0, LoadSceneMode arg1) * { * GameObject.Find("BattleAttack").GetComponent<GameControl>().level += 1; * //instance.level++; * instance.InitGame(); * }*/ /*void OnEnable() * { * SceneManager.sceneLoaded += Loadedscene; * } * * void OnDisable() * { * SceneManager.sceneLoaded -= Loadedscene; * } * * void Loadedscene(Scene scene, LoadSceneMode mode) * { * //scene = SceneManager.GetActiveScene(); * //instance.InitGame(); * InitGame(); * GameObject.Find("BattleAttack").GetComponent<GameControl>().level += 1; * }*/ void InitGame() { //playerFoodPoints = GameObject.Find("BattleAttack").GetComponent<GameControl>().HP; Healthbar = GameObject.Find("BattleHealthBarCanvas/Healthbarbackground").GetComponent <Animator>(); Healthbar.SetBool("HealthBarIsAppear", false); doingSetup = true; levelImage = GameObject.Find("LevelImage"); levelText = GameObject.Find("LevelText").GetComponent <Text>(); levelText.text = "Hollow Cave Floor " + GameObject.Find("BattleAttack").GetComponent <GameControl>().level; levelImage.SetActive(true); Invoke("HideLevelImage", levelStartDelay); Healthbar.SetBool("HealthBarIsAppear", true); HS = FindObjectOfType <HealthStat>(); Debug.Log(HS.MyCurrentFill); enemies.Clear(); boardScript.SetupScene(GameObject.Find("BattleAttack").GetComponent <GameControl>().level); }
public void addItem(Item item) { Debug.Log("This got called"); StatModifier armorMod = new StatModifier(item.armor, item.statModType, item.armorType);; StatModifier healthMod = new StatModifier(item.health, item.statModType, item.healthType); StatModifier damageMod = new StatModifier(item.damage, item.statModType, item.damageType); HealthStat health = statController.GetStatOfType(StatType.HealthStat) as HealthStat; ArmorStat armor = statController.GetStatOfType(StatType.ArmorStat) as ArmorStat; DamageStat damage = statController.GetStatOfType(StatType.DamageStat) as DamageStat; statController.AddModifier(healthMod); statController.AddModifier(armorMod); statController.AddModifier(damageMod); Debug.Log("Health total is " + health.CalculateFinalValue()); Debug.Log("Damage total is " + damage.CalculateFinalValue()); Debug.Log("Armor total is " + armor.CalculateFinalValue()); items[(int)item.equipmentSlot] = item; for (int i = 0; i < equipmentUISlots.Length; i++) { if (item.equipmentSlot == equipmentUISlots[i].equipmentSlot) { equipmentUISlots[i].addItem(item); } } }
protected override void Awake() { base.Awake(); HealthStat healthStat = this.GetComponent <HealthStat>(); this.healthBaseModifier = healthStat.Base.Modify((ref float healthBase) => healthBase += this.value * this.healthPerStrength); HealthRegenerationStat healthRegenerationStat = this.GetComponent <HealthRegenerationStat>(); this.healthRegenerationBaseModifier = healthRegenerationStat.Base.Modify((ref float healthRegenerationBase) => healthRegenerationBase += this.value * this.healthRegenerationPerStrength); }
private void Update() { //Debug.Log(target); rb.MovePosition(rb.position + dir * speed * Time.fixedDeltaTime); if (health == null) { health = GetComponent <StatControler>().GetStatOfType(StatType.HealthStat) as HealthStat; } }
public StatPanel() { this.stats = new List <IStat>(); this.healthStat = new HealthStat(); this.killsStat = new KillsStat(); this.inventoryStat = new InventoryStat(); this.Stats.Add(inventoryStat); this.Stats.Add(killsStat); this.Stats.Add(healthStat); }
// do something on collision public override void onCollision(GameObject projectile, Collision2D collision) { Collider2D collider = collision.GetContact(0).collider; //Debug.Log(User.name + " hit " + collider.name); if (collider.gameObject == User) { return; } if (breakWalls) { Vector2 hitPos = collision.GetContact(0).point - collision.relativeVelocity.normalized * .1f; if (collision.GetContact(0).collider.name == "Walls") { FindObjectsOfType <Map.MapManager>()[0].DamageTile(hitPos.x, hitPos.y, damage); Destroy(projectile); } } StatControler sC; StatControler sCUser = User.GetComponent <StatControler>(); if ((sC = collision.GetContact(0).collider.gameObject.GetComponent <StatControler>()) != null) { int finalDamage = 0; finalDamage += damage; HealthStat health = sC.GetStatOfType(StatType.HealthStat) as HealthStat; ArmorStat armor = sC.GetStatOfType(StatType.ArmorStat) as ArmorStat; DamageStat damageBonus = sCUser.GetStatOfType(StatType.DamageStat) as DamageStat; if (armor != null) { finalDamage -= (int)armor.CalculateFinalValue(); } if (damageBonus != null) { finalDamage += (int)damageBonus.CalculateFinalValue(); } //Debug.Log(health); if (health != null) { //Debug.Log(finalDamage); health.addValue(-finalDamage); Destroy(projectile); } } }
private void Update() { if (health == null) { health = sC.GetStatOfType(StatType.HealthStat) as HealthStat; health.OnStatDepletedCallBack += Die; } this.updateBar(health.PrecentValue); }
public void JoinNextLevel() { animator.SetBool("Falling", false); Map.MapManager.instance.JoinNextLevel(); HealthStat h = statControler?.GetStatOfType(StatType.HealthStat) as HealthStat; if (h != null) { h.addValue(-1 * h.BaseValue * .5f); } }
private static void OnClassChanged(HealthStat __instance) { try { var player = __instance.GetPlayer(); player.MaxHealth = player.ClassManager.CurRole.maxHP; } catch (Exception e) { Logger.Get.Error($"Synapse-Event: PlayerSetClass(Health) failed!!\n{e}"); } }
public virtual void ReceiveDamage(float value) { if (value < DefenseStat.Current) { return; } HealthStat.Remove(value - DefenseStat.Current); if (HealthStat.IsEmpty) { GameController.GameOver(); } }
void Start() { // hack: works for now - ask isaac heldItem = Instantiate(heldItem); sprite = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); playerObj = GameObject.Find("Player"); if (health == null) { health = GetComponent <StatControler>().GetStatOfType(StatType.HealthStat) as HealthStat; } StartCoroutine(EnemyFSM()); }
/// <summary> /// Set the lists of player stats when the game starts. /// </summary> void SetPlayerStat() { SerializablePlayerStats playerState = SaveLoadManager.Instance.FileManager.SerializablePlayerStats; attackStat = playerState.AttackStat; healthStat = playerState.HealthStat; if (playerState.ExperienceStat.ListItemsCount == 0) { experienceStat.AddStat(new BaseStat(ExperienceStatNames.Level1, StatType.ExperienceStat, ExperienceStatValues.Level1)); } else { experienceStat = playerState.ExperienceStat; } ShowPlayerStats(); }
private static bool OnClassChanged(HealthStat __instance) { try { var player = __instance.GetPlayer(); if (player.LiteRoleSet) { return(false); } player.MaxHealth = player.ClassManager.CurRole.maxHP; return(true); } catch (Exception e) { Logger.Get.Error($"Synapse-Event: PlayerSetClass(Health) failed!!\n{e}"); return(true); } }
private static bool OnHeal(HealthStat __instance, ref float healAmount) { try { var player = __instance?.Hub?.GetPlayer(); if (player == null) { return(false); } var allow = true; SynapseController.Server.Events.Player.InvokePlayerHealEvent(player, ref healAmount, ref allow); return(allow); } catch (Exception e) { SynapseController.Server.Logger.Error($"Synapse-Event: PlayerHeal failed!!\n{e}"); } return(true); }
private void Update() { //Debug.Log(target); rb.MovePosition(rb.position + dir * speed * Time.fixedDeltaTime); if (health == null) { health = GetComponent <StatControler>().GetStatOfType(StatType.HealthStat) as HealthStat; } if (stat == null) { stat = statControler.GetStatOfType(statType) as ConsumableStat; if (stat != null) { stat.OnStatChangeCallBack += UpdateColor; stat.OnStatDepletedCallBack += Die; } } }
public void removeItem(Item item) { StatModifier armorMod = new StatModifier(item.armor, item.statModType, item.armorType);; StatModifier healthMod = new StatModifier(item.health, item.statModType, item.healthType); StatModifier damageMod = new StatModifier(item.damage, item.statModType, item.damageType); HealthStat health = statController.GetStatOfType(StatType.HealthStat) as HealthStat; ArmorStat armor = statController.GetStatOfType(StatType.ArmorStat) as ArmorStat; DamageStat damage = statController.GetStatOfType(StatType.DamageStat) as DamageStat; statController.RemoveModifier(healthMod); statController.RemoveModifier(armorMod); statController.RemoveModifier(damageMod); Debug.Log("Health total is " + health.CalculateFinalValue()); Debug.Log("Damage total is " + damage.CalculateFinalValue()); Debug.Log("Armor total is " + armor.CalculateFinalValue()); items[(int)item.equipmentSlot] = null; }
// do something on collision public override void onCollision(GameObject attack, Collision2D collider) { //Debug.Log(User.name + " hit " + collider.gameObject.name); if (collider.gameObject == User) { return; } StatControler sC; StatControler sCUser = User.GetComponent <StatControler>(); if ((sC = collider.gameObject.GetComponent <StatControler>()) != null) { int finalDamage = 0; finalDamage += damage; HealthStat health = sC.GetStatOfType(StatType.HealthStat) as HealthStat; ArmorStat armor = sC.GetStatOfType(StatType.ArmorStat) as ArmorStat; DamageStat damageBonus = sCUser.GetStatOfType(StatType.DamageStat) as DamageStat; if (armor != null) { finalDamage -= (int)armor.CalculateFinalValue(); } if (damageBonus != null) { finalDamage += (int)damageBonus.CalculateFinalValue(); } //Debug.Log(health); if (health != null) { health.addValue(-finalDamage); //Debug.Log("Players health is = " + health.CurrentValue); } } }
public void BuildCard(Card c, DeckBuilder builder) { originalCardData = c; deckBuilder = builder; if (originalCardData != null) { CostStat = originalCardData.manaCost; NameString = originalCardData.name; CostText.text = CostStat.ToString(); NameText.text = NameString; DescriptionText.text = originalCardData.description; if (originalCardData.cardType == CardInfo.CardType.Minion) { AttackStat = originalCardData.attack; HealthStat = originalCardData.health; //RARITY HERE AttackText.text = AttackStat.ToString(); HealthText.text = HealthStat.ToString(); ClassText.text = originalCardData.cardClass.ToString(); } cardImage.sprite = originalCardData.artwork; } }
//DO damage on colision like magic bolt private void OnCollisionEnter2D(Collision2D col) { StatControler sC; if ((sC = col.GetContact(0).collider.gameObject.GetComponent <StatControler>()) != null && col.gameObject.tag == "Player") { int finalDamage = 0; finalDamage += damage; HealthStat health = sC.GetStatOfType(StatType.HealthStat) as HealthStat; ArmorStat armor = sC.GetStatOfType(StatType.ArmorStat) as ArmorStat; if (armor != null) { finalDamage -= (int)armor.CalculateFinalValue(); } if (health != null) { health.addValue(-finalDamage); Die(); } } }
private static bool GetMaxHealth(HealthStat __instance, out float __result) { __result = __instance.GetPlayer().MaxHealth; return(false); }
void Start() { stat = player.GetComponent <HealthStat>(); currentHealthBar.enabled = true; healthText.enabled = true; }
// do something on collision public override void onCollision(GameObject projectile, Collision2D collision) { Collider2D collider = collision.GetContact(0).collider; //Debug.Log(User.name + " hit " + collider.name); if (collider.gameObject == User) { return; } if (breakWalls) { Vector2 hitPos = collision.GetContact(0).point - collision.relativeVelocity.normalized * .1f; if (collision.GetContact(0).collider.name == "Walls") { Instantiate(explosion, hitPos, new Quaternion()); for (float i = -explosionRaidius; i <= explosionRaidius; ++i) { for (float j = -explosionRaidius; j <= explosionRaidius; ++j) { var d = i * i + j * j; if (d <= sqrR) { Map.MapManager.instance.DamageTile(hitPos.x + i, hitPos.y + j, damage / d); } } } Destroy(projectile); } } StatControler sC; StatControler sCUser = User.GetComponent <StatControler>(); if ((sC = collision.GetContact(0).collider.gameObject.GetComponent <StatControler>()) != null) { int finalDamage = 0; finalDamage += damage; HealthStat health = sC.GetStatOfType(StatType.HealthStat) as HealthStat; ArmorStat armor = sC.GetStatOfType(StatType.ArmorStat) as ArmorStat; DamageStat damageBonus = sCUser.GetStatOfType(StatType.DamageStat) as DamageStat; if (armor != null) { finalDamage -= (int)armor.CalculateFinalValue(); } if (damageBonus != null) { finalDamage += (int)damageBonus.CalculateFinalValue(); } //Debug.Log(health); if (health != null) { //Debug.Log(finalDamage); health.addValue(-finalDamage); Destroy(projectile); } } }
protected override void Awake() { base.Awake(); this.healthStat = this.GetComponent <HealthStat>(); }
public SerializablePlayerStats(AttackStat attackStat, HealthStat healthStat, ExperienceStat experienceStat) { this.attackStat = attackStat; this.healthStat = healthStat; this.experienceStat = experienceStat; }
// Use this for initialization private void Awake() { HealthStat.Initialize(); }