void Start() { player = transform.root.gameObject; control = player.GetComponent <PlayerInputControls>(); playerInventory = player.GetComponent <PlayerInventory>(); playerProperties = player.GetComponent <PlayerProperties>(); playerController = player.GetComponent <PlayerControllerSinglePlayer>(); playerStamina = player.GetComponent <Stamina>(); playerAmmo = player.GetComponent <PlayerAmmo>(); for (int i = 0; i < transform.childCount; i++) { int tempInt = i; itemImage.Add(transform.GetChild(i).transform.GetChild(1).GetComponent <Image>()); itemButtons.Add(transform.GetChild(i).GetComponent <Button>()); amountOfText.Add(transform.GetChild(i).transform.GetChild(2).GetComponent <Text>()); itemImage[i].rectTransform.localPosition = new Vector3(12.8f, -12.8f, 0); itemButtons[i].onClick.AddListener(() => ButtonClickFunction(tempInt)); EventTrigger trigger = itemButtons[tempInt].GetComponent <EventTrigger>(); EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerEnter; entry.callback.AddListener((data) => { OnPointerEnterDelegate((PointerEventData)data, tempInt); }); trigger.triggers.Add(entry); numOfItemSlots++; UnityEvent rightClickTrigger = transform.GetChild(i).GetComponent <RightClickButton>().rightClick; rightClickTrigger.AddListener(() => OnRightClick(tempInt)); } for (int i = 0; i < 6; i++) { AddInventorySlot(); } playerArmor = player.GetComponent <PlayerArmor>(); playerHealth = player.GetComponent <HealthSinglePlayer>(); weaponSwitch = player.GetComponent <WeaponSwitch>(); }
public void OnShowArmor(PlayerArmor armor) { subEquipmentPanel.gameObject.SetActive(false); if (armor != null) { if (armor.armor != null) { image.gameObject.SetActive(true); image.sprite = Resources.Load <Sprite>(armor.armor.imgPath); image.preserveAspect = true; equipmentName.text = armor.armor.name; showedArmor = armor; } else { image.gameObject.SetActive(false); equipmentName.text = "None"; } } else { image.gameObject.SetActive(false); equipmentName.text = "None"; } }
public void GetArmor() { currentArmorStatus = PlayerArmor.Armored; // notify event GameEvents.Player.PlayerPickedArmor.SafeCall(); }
public void EquipEquipment(string equipmentType, string equipmentId, ref PlayerCharacter character) { if (equipmentType.ToLower() == "weapon") { for (int i = 0; i < Weapons.Count; i++) { if (Weapons[i].weapon.id == equipmentId) { PlayerWeapon playerWeapon = Weapons[i]; character.EquipWeapon(ref playerWeapon); Weapons[i] = playerWeapon; break; } } } else if (equipmentType.ToLower() == "armor") { for (int i = 0; i < Armors.Count; i++) { if (Armors[i].armor.id == equipmentId) { PlayerArmor playerArmor = Armors[i]; character.EquipArmor(ref playerArmor); Armors[i] = playerArmor; break; } } } else { Debug.LogError("Target Item is not an Equipment!"); } }
public void OnShowInventory() { scrollView.verticalScrollbar.value = 1; int i = 0; for (int j = 0; j < PlayerManager.Instance.Usables.Count;) { PlayerUsable temp = PlayerManager.Instance.Usables[j]; itemList[i].OnShow(temp.usable.id, "usable", temp.amount); j++; i++; } for (int j = 0; j < PlayerManager.Instance.Weapons.Count;) { PlayerWeapon temp = PlayerManager.Instance.Weapons[j]; itemList[i].OnShow(temp.weapon.id, "weapon", 0); j++; i++; } for (int j = 0; j < PlayerManager.Instance.Armors.Count;) { PlayerArmor temp = PlayerManager.Instance.Armors[j]; itemList[i].OnShow(temp.armor.id, "armor", 0); j++; i++; } for (; i < itemList.Count; i++) { itemList[i].OnShow(null, "null", 0); } }
// Use this for initialization void Start() { playerArmor = GetComponent <PlayerArmor>(); playerInventory = GetComponent <PlayerInventory>(); properties = GetComponent <PlayerProperties>(); duffleImage = UIElement.GetComponent <Image>(); playerAmmo = GetComponent <PlayerAmmo>(); }
private void Die() { // change sprites currentArmorStatus = PlayerArmor.Dead; // call events GameEvents.Player.PlayerDied.SafeCall(); }
void Start() { playerController = GetComponentInParent <playerController>(); currentArmor = armor.GetComponent <PlayerArmor>(); currentWeapon = playerController.gameObject.GetComponentInChildren <PlayerWeapon>(); storedArmor.Add(currentArmor.currentArmor); storedWeapons.Add(currentWeapon.currentWeapon); }
void Awake() { textAnim = deadText.GetComponent <Animator>(); playerMovement = GetComponent <PlayerMovement>(); playerArmor = GetComponent <PlayerArmor>(); currentHealth = startHealth; HealthBar.maxValue = startHealth; UpdateBars(); }
public void DealDamage(int damage) { if (!isLocalPlayer) { return; } PlayerArmor cArmor = GetComponent <PlayerArmor>(); PlayerHealth cHealth = GetComponent <PlayerHealth>(); //Если броня и жизни включены if (cArmor.enabled && cHealth.enabled) { //Если броня равняется 0 if (cArmor.Value == 0) { //... то вычесть из жизней cHealth.Value -= damage; } else { //Если броня больше чем урон if (cArmor.Value > damage) { //... то вычесть из брони cArmor.Value -= damage; } else { //Иначе расчитать остаток урона на жизни int remains = damage - cArmor.Value; cArmor.Value = 0; cHealth.Value -= remains; } } } //Если жизни включены, то нанести урон else if (cHealth.enabled) { cHealth.Value -= damage; } //Если жизни включены if (cHealth.enabled) { //И они равны 0 if (cHealth.Value == 0) { //То игрок умирает isDead = true; OnDead(isDead); } } }
private void LoseArmor() { // remove armor currentArmorStatus = PlayerArmor.Naked; breakableArmor.Break(); // call events GameEvents.Player.PlayerTookDamage.SafeCall(); // make invincible this.WaitAndAct(afterDamageInvincibleDuration, () => isReceivingDamage = true); }
void Start() { //Sets playerArmor to the toplevel transform (The Player Object) playerArmor = transform.root.GetComponent <PlayerArmor>(); #region Fills all arrays with their respective type //The object displayArmor is attached to has a first spot child not related to the buttons/images, so we skip over it for (int i = 0; i < 6; i++) { armorButtons[i] = transform.GetChild(i).GetComponent <Button>(); backGroundImage[i] = transform.GetChild(i).GetChild(0).GetComponent <Image>(); armorImage[i] = transform.GetChild(i).GetChild(1).GetComponent <Image>(); } #endregion }
private void OnEnable() { health = GetComponent <PlayerHealth>(); hudHealth = GetComponent <HudHealth>(); armor = GetComponent <PlayerArmor>(); hudArmor = GetComponent <HudArmor>(); view = GetComponent <PlayerViewSystem>(); shoot = GetComponent <PlayerCombatShootingSystem>(); movement = GetComponent <PlayerMovementSystem>(); //Events OnDead += StatusDead; health.ChangedHP += hudHealth.ChangeHealth; armor.ChangedArmor += hudArmor.ChangeArmor; StatusDead(true); }
private void RessetStats() { PlayerPrefs.SetInt("PlayerHp", 3); PlayerPrefs.SetInt("PlayerArmor", 0); PlayerPrefs.SetInt("PlayerStepCounter", 0); PlayerPrefs.SetInt("SpecialCounter", 0); PlayerHp = 3; PlayerArmor = 0; PlayerStepCounter = 0; MageCounter = 0; if (PlayerHpObject == null) { return; } SpecialCounter.GetComponentInChildren <TextMeshProUGUI>().text = MageCounter.ToString(); PlayerHpObject.GetComponentInChildren <TextMeshProUGUI>().text = PlayerHp.ToString(); PlayerArmorObject.GetComponentInChildren <TextMeshProUGUI>().text = PlayerArmor.ToString(); PlayerStepObject.GetComponentInChildren <TextMeshProUGUI>().text = PlayerStepCounter.ToString(); }
void AddArmorStat(PlayerArmor piece) { if (piece.durability > 0) { battleStats.maxHp += piece.armor.stats.vitality * GameConfigs.HP_PER_VIT; battleStats.maxMp += piece.armor.stats.wisdom * GameConfigs.MP_PER_WIS; battleStats.eva += piece.armor.stats.dexterity * GameConfigs.EVA_PER_DEX; battleStats.crit += piece.armor.stats.dexterity * GameConfigs.CRIT_PER_DEX; battleStats.spd += piece.armor.stats.dexterity * GameConfigs.SPD_PER_DEX; battleStats.patk += piece.armor.stats.strength * GameConfigs.PATK_PER_STR; battleStats.matk += piece.armor.stats.intelligence * GameConfigs.MATK_PER_INT; battleStats.pdef += piece.armor.pdef + piece.armor.stats.endurance * GameConfigs.PDEF_PER_END; battleStats.mdef += piece.armor.mdef + piece.armor.stats.wisdom * GameConfigs.MDEF_PER_WIS; battleStats.fireRes += piece.armor.stats.fireRes; battleStats.lightningRes += piece.armor.stats.lightningRes; battleStats.iceRes += piece.armor.stats.iceRes; battleStats.holyRes += piece.armor.stats.holyRes; battleStats.darkRes += piece.armor.stats.darkRes; if (piece.armor.modification != null) { battleStats.maxHp += piece.armor.modification.hp; battleStats.maxMp += piece.armor.modification.mp; battleStats.eva += piece.armor.modification.evasion; battleStats.crit += piece.armor.modification.crit; battleStats.spd += piece.armor.modification.speed; battleStats.patk += piece.armor.modification.patk; battleStats.matk += piece.armor.modification.matk; battleStats.pdef += piece.armor.modification.pdef; battleStats.mdef += piece.armor.modification.mdef; } } }
public void Start() { aS = GetComponent <AudioSource>(); if (uiManager == null) { uiManager = FindObjectOfType <UIManager>(); } mainCamera = FindObjectOfType <Camera>(); playerController = GetComponentInParent <PlayerController>(); playerArmor = GetComponent <PlayerArmor>(); //This might have to change if (GameManager.Instance != null) { if (GameManager.Instance.GetCurrentLevel() == 1) { currentHealth = startingHealth; } } }
public void EquipArmor(ref PlayerArmor piece) { for (int i = 0; i < armors.Count; i++) { if (armors[i].armor.aPiece == piece.armor.aPiece) { armors[i].owner = null; if (piece.owner != null) { piece.owner.UnequipArmor(piece.armor.aPiece); piece.owner.CalculateBattleStat(); } piece.owner = this; armors.Remove(armors[i]); armors.Add(piece); CalculateBattleStat(); return; } } armors.Add(piece); piece.owner = this; CalculateBattleStat(); }
void OnTriggerEnter2D(Collider2D target) { if (target.tag == "Enemy" || target.tag == "Enemy1") { GameObject soldier = GameObject.Find("Soldier"); PlayerArmor playerArmor = soldier.GetComponent <PlayerArmor>(); if (hit) { StartCoroutine(HitBoxOff()); if (playerArmor.armor <= 0) { if (target.name == "Enemy") { health -= 20; } else { health -= 50; } } else { if (target.tag == "Enemy") { playerArmor.ArmorReduction(20); } else { playerArmor.ArmorReduction(50); } } } } }
private void Start() { inventory = GetComponentInChildren <Inventory>(); playerArmor = GetComponentInChildren <PlayerArmor>(); playerWeapon = GetComponentInChildren <PlayerWeapon>(); }
public void Start() { playerController = GetComponentInParent <playerController>(); playerArmor = GetComponent <PlayerArmor>(); currentHealth = startingHealth; }