Beispiel #1
0
        void Update()
        {
            var playerHealth = player.GetComponent <HealthSystem>().healthAsPercentage;

            if (playerHealth <= Mathf.Epsilon)
            {
                StopAllCoroutines();
                return;
            }

            distanceToPlayer = Vector3.Distance(player.transform.position, transform.position);
            WeaponSystem weaponSystem = GetComponent <WeaponSystem>();

            currentWeaponRange = weaponSystem.CurrectWeaponConfig.MaxAttackRange;

            if (distanceToPlayer > chaseRadius && state != State.patrolling)
            {
                StopAllCoroutines();
                weaponSystem.StopAttacking();
                StartCoroutine(Patrol);
            }
            if (distanceToPlayer <= chaseRadius && state != State.chasing)
            {
                StopAllCoroutines();
                weaponSystem.StopAttacking();
                StartCoroutine(ChasePlayer);
            }
            if (distanceToPlayer <= currentWeaponRange && state != State.attacking)
            {
                StopAllCoroutines();
                state = State.attacking;
                weaponSystem.AttackTarget(player.gameObject);
            }
        }
Beispiel #2
0
        public override void Use(GameObject target)
        {
            PlayAbilitySound();
            PlayParticalEffect();
            var playerHealth = player.GetComponent <HealthSystem>();

            playerHealth.Heal((config as SelfHealConfig).GetHealingPoints());
            PlayAbilityAnimation();
        }
Beispiel #3
0
        public override void Use(GameObject target)
        {
            PlayAnimation();
            var playerHealth = player.GetComponent <HealthSystem>();

            PayParticleEffect();
            PlayAudio();
            playerHealth.Heal(((SelfHealCongif)Config).ExtraHealth);
        }
Beispiel #4
0
        private void OnTriggerEnter()
        {
            PlayerControl player = FindObjectOfType <PlayerControl>();

            WeaponSystem weapon = player.GetComponent <WeaponSystem>();

            weapon.PutWeaponInHand(weaponConfig);
            var audioSource = GetComponent <AudioSource>();

            audioSource.PlayOneShot(pickUpSFX);
            GetComponent <CapsuleCollider>().enabled = false;
            //Destroy(gameObject);
        }
Beispiel #5
0
        // Update is called once per frame
        void Update()
        {
            float xValue = -(player.GetComponent <SpecialAbilities>().energyAsPercentage / 2f) - 0.5f;

            energyBarRawImage.uvRect = new Rect(xValue, 0f, 0.5f, 1f);
        }
        private void HealPlayer(GameObject target)
        {
            var playerHealth = player.GetComponent <HealthSystem>();

            playerHealth.Heal((specialAbilty as SelfHeal).GetHealValue());
        }