public MonsterSyncData(ushort objID, ushort hp, float xPos, float zPos, float yRot, float wRot, byte anime, BuffDebuff buff) : base(objID, hp) { this.xPos = xPos; this.zPos = zPos; this.yRot = yRot; this.wRot = wRot; this.anime = anime; this.buff = buff; }
public static CoreSyncData ReadData(NetIncomingMessage message) { return(new CoreSyncData( message.ReadUInt16(), message.ReadUInt16(), BuffDebuff.ReadData(message), EnemyVision.ReadData(message) )); }
public static MonsterSyncData ReadData(NetIncomingMessage message) { return(new MonsterSyncData( message.ReadUInt16(), message.ReadUInt16(), message.ReadFloat(), message.ReadFloat(), message.ReadFloat(), message.ReadFloat(), message.ReadByte(), BuffDebuff.ReadData(message) )); }
public static MinionSyncData ReadData(NetIncomingMessage message) { return(new MinionSyncData( message.ReadUInt16(), message.ReadUInt16(), message.ReadByte(), message.ReadFloat(), message.ReadFloat(), message.ReadFloat(), message.ReadFloat(), message.ReadByte(), BuffDebuff.ReadData(message), EnemyVision.ReadData(message) )); }
public void MagneticField() { GameObject mag = GameObject.CreatePrimitive(PrimitiveType.Cylinder); Collider magCollider = mag.GetComponent <Collider>(); magCollider.isTrigger = true; mag.transform.localScale = new Vector3(magRadius, magHeight, magRadius); Destroy(mag.GetComponent <MeshRenderer>()); mag.transform.parent = gameObject.transform; mag.transform.localPosition = Vector3.zero; BuffDebuff magComponent = mag.AddComponent <BuffDebuff>(); magComponent.speedAmount = magRate; Destroy(mag, magTime); }
//Return the equivalent of this modified by debuff mod public CasterStats modify(BuffDebuff mod) { float atk = attack * mod.Attack; float def = defense * mod.Defense; float spd = speed * mod.Speed; float acc = accuracy * mod.Accuracy; int evade = Mathf.FloorToInt(evasion * mod.Evasion); float[] vE; vE = new float[Elements.count]; for (int i = 0; i < Elements.count; i++) { vE[i] = mod.modElementState(vsElement[i], i); } return(new CasterStats(name, chatDatabaseID, max_hp, max_shield, max_stagger, atk, def, spd, acc, evade, vE)); }
public void HealArea() { GameObject heal = GameObject.CreatePrimitive(PrimitiveType.Cylinder); Collider healCollider = heal.GetComponent <Collider>(); healCollider.isTrigger = true; heal.transform.localScale = new Vector3(healRadius, healHeight, healRadius); Destroy(heal.GetComponent <MeshRenderer>()); heal.transform.parent = gameObject.transform; heal.transform.localPosition = Vector3.zero; BuffDebuff healComponent = heal.AddComponent <BuffDebuff>(); healComponent.healAmount = healRate; healComponent.teamNum = GetComponent <JPShip>().teamNum; Destroy(heal, healTime); }
public void updateBuff(string name, float time) { switch (name) { case "water-slow": if (buffDebuffMap.ContainsKey(name)) { buffDebuffMap[name].TimeLeft = time; } else { buffDebuffMap[name] = new BuffDebuff(time); thirdPersonMovement.ChangeSpeed(0.7f); } break; default: print("BUFF " + name + " NOT FOUND"); break; } }
// Start is called before the first frame update void Start() { BaseStats(); timer = 0; tempTimer = .5f; seenEnemies = new bool[50]; for (int i = 0; i < 50; i++) { seenEnemies[i] = true; } prevRoom = 0; minimap = GameObject.FindGameObjectWithTag("Minimap"); floor = 1; prevRoom = 0; tempDisplayTimer = 2f; displayTimer = 0f; emptySkill = GameObject.FindGameObjectWithTag("EmptySkill").GetComponent <Skill>(); learnedSkills = new Skill[12]; learnedSkills[0] = learnSet[0]; for (int i = 1; i < learnedSkills.Length; i++) { learnedSkills[i] = emptySkill; } levelUpText = GameObject.FindGameObjectWithTag("LevelUpText"); emptyBuff = GameObject.FindGameObjectWithTag("EmptyBuff").GetComponent <BuffDebuff>(); buffs = new BuffDebuff[8]; for (int i = 0; i < buffs.Length; i++) { buffs[i] = emptyBuff; } bossesBeat = new bool[2]; for (int i = 0; i < bossesBeat.Length; i++) { bossesBeat[i] = false; } miniBossesBeat = new bool[5]; for (int i = 0; i < miniBossesBeat.Length; i++) { miniBossesBeat[i] = false; } GameObject tooltip = GameObject.FindGameObjectWithTag("Tooltip"); tooltip.SetActive(false); SelectionModule selectionModule = GameObject.FindGameObjectWithTag("Selection Module").GetComponent <SelectionModule>(); selectionModule.gameObject.SetActive(false); SkillSelect selectionModule2 = GameObject.FindGameObjectWithTag("SkillSelect").GetComponent <SkillSelect>(); selectionModule2.gameObject.SetActive(false); }
public CoreSyncData(ushort objID, ushort hp, BuffDebuff buff, EnemyVision vision) : base(objID, hp) { this.buff = buff; this.vision = vision; }
//Just get debuff modified ACCURACY public float getModAcc(BuffDebuff mod) { return(accuracy * mod.Accuracy); }
//Just get debuff modified EVADE public int getModEvade(BuffDebuff mod) { return(Mathf.FloorToInt(evasion * mod.Evasion)); }
public HeroSyncData(ushort objID, ushort hp, ushort mp, float xPos, float zPos, float yRot, float wRot, byte anime, byte level, ushort gold, Items items, BuffDebuff buff, EnemyVision vision) : base(objID, hp) { this.mp = mp; this.xPos = xPos; this.zPos = zPos; this.yRot = yRot; this.wRot = wRot; this.anime = anime; this.level = level; this.gold = gold; this.items = items; this.buff = buff; this.vision = vision; }
public MinionSyncData(ushort objID, ushort hp, byte faction, float xPos, float zPos, float yRot, float wRot, byte anime, BuffDebuff buff, EnemyVision vision) : base(objID, hp) { this.faction = faction; this.xPos = xPos; this.zPos = zPos; this.yRot = yRot; this.wRot = wRot; this.anime = anime; this.buff = buff; this.vision = vision; }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Enemy") { AudioSource.PlayClipAtPoint(exorcistDamagedAudio, transform.position); currentHealth--; } if (collision.gameObject.tag == "Item") { HighScore.score += 50; Destroy(collision.gameObject); var rnd = new System.Random(); var tick = rnd.Next(1, 5); if (tick == 1) { Debug.Log("healthBuff"); if (currentHealth < 5) { BuffManager.healthBuff = true; BuffDebuff.UpdateText("Player Health Buff"); } else { tick = 2; } } if (tick == 2) { Debug.Log("movementBuff"); if (!BuffManager.movementBuff) { BuffManager.movementBuff = true; BuffDebuff.UpdateText("Player Movement Buff"); } else { tick = 3; } } if (tick == 3) { Debug.Log("highScoreBuff"); if (!BuffManager.highScoreBuff) { BuffManager.highScoreBuff = true; BuffDebuff.UpdateText("High Score Buff"); } else { tick = 4; } } if (tick == 4) { Debug.Log("fireRateBuff"); if (!BuffManager.fireRateBuff) { BuffManager.fireRateBuff = true; BuffDebuff.UpdateText("Player Fire Rate Buff"); } else { BuffManager.buffCounter += 1; } } } if (collision.gameObject.tag == "ShovelProjectile") { Destroy(collision.gameObject); currentHealth--; } }
public float getFloatVsElement(BuffDebuff mod, int element) { return(mod.modElementState(vsElement[element], element)); }
public Elements.vsElement getModVsElement(BuffDebuff mod, int element) { return(mod.modElementLevel(vsElement[element], element)); }
void Update() { var rnd = new System.Random(); var tick = rnd.Next(1, 6); m_MyGameObject = GameObject.Find("Exorcist"); // Press the space key to add the Scene additively and move the GameObject to that Scene if (previous) { if (tick == 1) { Debug.Log("playerHealthDebuff"); if (m_MyGameObject.GetComponent <ExorcistController>().currentHealth < 1) { BuffManager.playerHealthDebuff = true; BuffDebuff.UpdateText("Player Health Debuff"); } else { tick = 2; } } if (tick == 2) { Debug.Log("playerMovementDebuff"); if (!BuffManager.playerMovementDebuff) { BuffManager.playerMovementDebuff = true; BuffDebuff.UpdateText("Player Movement Debuff"); } else { tick = 3; } } if (tick == 3) { Debug.Log("monsterMovementBuff"); if (!BuffManager.monsterMovementBuff) { BuffManager.monsterMovementBuff = true; BuffDebuff.UpdateText("Monster Movement Buff"); } else { tick = 4; } } if (tick == 4) { Debug.Log("highscoredebuff"); if (!BuffManager.highScoreDebuff) { BuffManager.highScoreDebuff = true; BuffDebuff.UpdateText("High Score Debuff"); } else { tick = 4; } } if (tick == 5) { Debug.Log("visibility"); if (!BuffManager.visibilityDebuff) { BuffManager.visibilityDebuff = true; BuffDebuff.UpdateText("Player Visibility Debuff"); } else { BuffManager.debuffCounter += 1; } } previous = false; m_Scene = previousScene; StartCoroutine(LoadYourAsyncScene()); } else if (next) { next = false; m_Scene = nextScene; StartCoroutine(LoadYourAsyncScene()); } }
public void DisplayText() { gameObject.GetComponent <Text>().text = BuffDebuff.GetDisplayText(); }