public override void Start() { base.Start(); _status = _character.GetStatus(); DamageProcess(); }
public void Send_Status(int Player_Number, float hp, int bullet_Min, int bullet_Max, int Mode, int CreateMode2, int MaterialMode, int GunNum)//상태메시지 { sStatus sSt = new sStatus(); sSt.flag = (char)eMSG.em_USER_STATUS; sSt.player = Player_Number; sSt.hp = hp; sSt.bullet_Min = bullet_Min; sSt.bullet_Max = bullet_Max; sSt.Mode = Mode; sSt.CreateMode2 = CreateMode2; sSt.MaterialMode = MaterialMode; sSt.GunNum = GunNum; byte[] data = StructureToByte(sSt); Send(C_socket, data); }
public virtual void InitStatus() { _status = new sStatus(); _status.maxHp = 100; _status.hp = 80; _status.maxMp = 100; _status.mp = 50; _status.attack = 10; _status.attackRange = 1; _status.armor = 0.0f; _status.avoid = 2; _status.speed = 2.0f; _attackCoolTime = 3.0f; _receiveDamagedInfo.damagePoint = 0; _receiveDamagedInfo.attackType = eDamageType.NORMAL; }
public void UpdateInfo(string menu, sStatus status) { if (eStatusUIType.TEXT == _uiType) { if (menu.Equals("PlayerName")) { GetComponent <Text>().text = GameManager.Instance.GetPlayer().name; } else if (menu.Equals("Attack")) { GetComponent <Text>().text = "Attack: " + status.attack; } else if (menu.Equals("Armor")) { GetComponent <Text>().text = "Armor: " + status.armor; } else if (menu.Equals("Avoid")) { GetComponent <Text>().text = "Avoid: " + status.avoid; } else if (menu.Equals("Speed")) { GetComponent <Text>().text = "Speed: " + status.speed; } } else if (eStatusUIType.SLIDER == _uiType) { if (menu.Equals("HpSlider")) { GetComponentInChildren <Text>().text = status.hp + "/" + status.maxHp; GetComponent <Slider>().value = ((float)status.hp / status.maxHp); } else if (menu.Equals("MpSlider")) { GetComponentInChildren <Text>().text = status.mp + "/" + status.maxMp; GetComponent <Slider>().value = ((float)status.mp / status.maxMp); } } }