Beispiel #1
0
 public void Initialize(float dmg, float hp)
 {
     poison.SetActive(_ispoisoned);
     attack              = dmg;
     health              = hp;
     _maxHealth          = health;
     ultimateChargeStart = _ultimateCharge;
     characterSound      = GetComponent <ICharacterSound>();
 }
Beispiel #2
0
 private void Start()
 {
     //stateMachine = new StateMachine();
     //stateMachine.ChangeState(new MoveState(this));
     audioSource            = GetComponent <AudioSource>();
     audioManager           = ServiceLocator.Get <AudioManager>();
     CooltimeBar.fillAmount = 0;
     enemyAbilities         = GetComponent <IEnemyAbilities>();
     characterSound         = GetComponent <ICharacterSound>();
     animator = GetComponent <Animator>();
 }
Beispiel #3
0
 public void ResetPlayer()
 {
     if (animator)
     {
         animator.SetBool("Dead", false);
     }
     isAlive = true;
     poison.SetActive(false);
     _maxHealth          = health;
     ultimateChargeStart = _ultimateCharge;
     characterSound      = GetComponent <ICharacterSound>();
 }
Beispiel #4
0
    private void Start()
    {
        characterSound = GetComponent <ICharacterSound>();
        VariableLoader variableLoader = ServiceLocator.Get <VariableLoader>();

        if (variableLoader.useGoogleSheets)
        {
            health     = variableLoader.BarriacdeStats["Health"];
            _MaxHealth = variableLoader.BarriacdeStats["Health"];
            // _barricadeBuildTime = variableLoader.BarriacdeStats["BuildTime"];
        }
        ///////////  Upgrades - Improved Barricades  ///////////
        int level = ServiceLocator.Get <GameManager>().upgradeLevelsDictionary[UpgradeMenu.Upgrade.ImprovedBarricades];
        UpgradesIdentifier upgradesIdentifier = ModelManager.UpgradesModel.GetUpgradeEnum(UpgradeMenu.Upgrade.ImprovedBarricades, level);

        if (level >= 1 && ServiceLocator.Get <GameManager>().upgradeEnabled[UpgradeMenu.Upgrade.ImprovedBarricades])
        {
            health += ModelManager.UpgradesModel.GetRecord(upgradesIdentifier).ModifierValue;
        }

        healthBarGO.transform.rotation = Quaternion.LookRotation(-Camera.main.transform.forward, Camera.main.transform.up);
    }
    private void Start()
    {
        characterSound = GetComponent <ICharacterSound>();

        lockCoolTimeImage.gameObject.SetActive(false);
        VariableLoader variableLoader = ServiceLocator.Get <VariableLoader>();

        if (variableLoader.useGoogleSheets)
        {
            baseBarricadeCost = variableLoader.BarriacdeStats["TrashCost"];
            spawnCoolDownTime = variableLoader.BarriacdeStats["CooldownTime"];
        }
        ServiceLocator.Get <GameManager>().barricadeSpawner = this;

        ///////////  Upgrades - Barricade Spawn Rate Improved  ///////////
        int level = ServiceLocator.Get <GameManager>().upgradeLevelsDictionary[UpgradeMenu.Upgrade.BarricadeSpawnRate];

        spawnCoolDownBeforeUpgrade = spawnCoolDownTime;
        UpgradesIdentifier upgradesIdentifier = ModelManager.UpgradesModel.GetUpgradeEnum(UpgradeMenu.Upgrade.BarricadeSpawnRate, level);

        if (level >= 1)
        {
            spawnCoolDownTime        -= ModelManager.UpgradesModel.GetRecord(upgradesIdentifier).ModifierValue;
            spawnCoolDownAfterUpgrade = spawnCoolDownTime;
        }

        ///////////  Upgrades - Barricade Reduction Cost Upgrade ///////////
        int barricadeLevel = ServiceLocator.Get <GameManager>().upgradeLevelsDictionary[UpgradeMenu.Upgrade.BarricadeReductionCost];

        upgradesIdentifier = ModelManager.UpgradesModel.GetUpgradeEnum(UpgradeMenu.Upgrade.BarricadeReductionCost, barricadeLevel);
        costBeforeUpgrade  = baseBarricadeCost;
        if (barricadeLevel >= 1)
        {
            baseBarricadeCost -= ModelManager.UpgradesModel.GetRecord(upgradesIdentifier).ModifierValue;
            costAfterUpgrade   = baseBarricadeCost;
        }
        signifier.transform.rotation = Quaternion.LookRotation(Camera.main.transform.forward, Camera.main.transform.up);
    }
Beispiel #6
0
 private void Awake()
 {
     _MaxHealth     = health;
     characterSound = GetComponent <ICharacterSound>();
 }