Ejemplo n.º 1
0
    public void ShowHitEffect(Vector3 position)
    {
        GameObject showHit = HitEffectsPool.GetObject();

        showHit.transform.position = position;
        showHit.transform.rotation = Quaternion.identity;
        showHit.SetActive(true);
    }
Ejemplo n.º 2
0
    public void ShowDamage(float damage, Vector3 position, bool crit = false)
    {
        //Vector3 tempTransform = transform.position; //randomize damage number position

        /*Vector3 tempPos = transform.position;
        *  tempPos.x += Random.Range(-.1f, .1f);
        *  tempPos.y += Random.Range(-.9f, .1f);*/

        float fontSize = 1.2f;

        GameObject showDmg = TextPopupsPool.GetObject();

        showDmg.transform.position = position;
        showDmg.transform.rotation = Quaternion.identity;
        showDmg.SetActive(true);
        showDmg.GetComponent <TextMeshProUGUI>().fontSize = fontSize; //resetting to normal font size

        if (damage > 0)
        {
            if (crit)
            {
                showDmg.GetComponent <TextMeshProUGUI>().color    = new Color32(255, 70, 0, 255); //orange text //255, 120
                showDmg.GetComponent <TextMeshProUGUI>().fontSize = fontSize * 1.5f;
                //showDmg.GetComponent<Animator>().SetBool
                //showDmg.GetComponent<TextMeshProUGUI>().color = new Color32(255, 0, 0, 255); //red text
            }
            else
            {
                showDmg.GetComponent <TextMeshProUGUI>().color = new Color32(255, 255, 255, 255); //white text
            }
            showDmg.GetComponent <TextMeshProUGUI>().text = damage.ToString();
        }
        else if (damage < 0) //healing
        {
            showDmg.GetComponent <TextMeshProUGUI>().text  = Mathf.Abs(damage).ToString();
            showDmg.GetComponent <TextMeshProUGUI>().color = new Color32(35, 220, 0, 255); //green text
        }
        else //0 damage, blocked
        {
            showDmg.GetComponent <TextMeshProUGUI>().text  = "Blocked!";
            showDmg.GetComponent <TextMeshProUGUI>().color = new Color32(188, 188, 188, 255); //grey text
        }
    }