public static void CreateFloatingText(string text, Transform location)
    {
        DamageTextScript instance = Instantiate(popupTextPrefab);

        instance.transform.SetParent(canvas.transform, false);
        instance.SetText(text);
    }
 public static void Initialize()
 {
     canvas = GameObject.Find("Canvas");
     if (!popupTextPrefab)
     {
         popupTextPrefab = Resources.Load <DamageTextScript>("Prefabs/PopupTextParent");
     }
 }
Example #3
0
    public static void CreateDamageText(float val, Transform location)
    {
        DamageTextScript instance = Instantiate(popup);

        instance.transform.SetParent(canvas.transform, false);
        instance.transform.position = location.position;
        instance.SetText(val);
    }
Example #4
0
    void SpawnDamageText(int damageDone, Vector3 position, Vector3 dir)
    {
        Vector3          randomLocation   = new Vector3(Random.Range(-0.2f, 0.2f), Random.Range(-0.2f, 0.2f), 0);
        GameObject       damageText       = (GameObject)Instantiate(damageTextPrefab, position + dir / 2 + randomLocation, Quaternion.identity);
        DamageTextScript damageTextScript = damageText.GetComponent <DamageTextScript> ();

        damageTextScript.damage   = damageDone;
        damageTextScript.duration = damageTextDuration;
    }
Example #5
0
    public void DisplayDamage(Vector3 textPosition, bool inverted = false)
    {
        TextMesh         damageText   = Instantiate(damageTextPrefab, textPosition, Quaternion.identity) as TextMesh;
        DamageTextScript damageScript = damageText.GetComponent <DamageTextScript> ();

        if (crit)
        {
            damageText.color = Color.red;
            damageText.transform.localScale = damageText.transform.localScale * 1.25f;
        }

        /*else
         *      damageText.color = Color.white*/;

        damageText.text       = damage.ToString();
        damageScript.inverted = inverted;
    }
Example #6
0
    /// <summary>
    ///Deals Damage to the character depending on the damage type 0.True 1.AD 2.MD
    /// </summary>

    public void DealDamage(float damage, int damagetype)
    {
        if (damagetype == 0) //TrueDamage
        {
            DamageTextScript go = Instantiate(Resources.Load("Prefabs/Damage"), this.transform.position, this.transform.rotation) as DamageTextScript;
            go.Settext("" + damage);
            if (damage >= this.statsvalues.shield)
            {
                damage = Mathf.Clamp(damage - this.statsvalues.shield, 0, damage);
                this.statsvalues.shield = 0;
                this.statsvalues.life   = Mathf.Clamp(this.statsvalues.life - damage, 0, this.statsvalues.totallife);
            }
            else
            {
                this.statsvalues.shield = Mathf.Clamp(this.statsvalues.shield - damage, 0, this.statsvalues.shield);
            }
        }
        else if (damagetype == 1) //AD - armor
        {
            if (this.statsvalues.armor >= 0)
            {
                if (((100 - this.statsvalues.reduceddamage) / 100) * damage >= this.statsvalues.shield)
                {
                    damage = Mathf.Clamp(((100 - this.statsvalues.reduceddamage) / 100) * damage - this.statsvalues.shield, 0, ((100 - this.statsvalues.reduceddamage) / 100) * damage);
                    this.statsvalues.shield = 0;
                    this.statsvalues.life   = Mathf.Clamp(this.statsvalues.life - (damage * (100 / (100 + this.statsvalues.armor))), 0, this.statsvalues.totallife);
                    GameObject go = Instantiate(Resources.Load("Prefabs/Damage"), this.transform.position, Quaternion.Euler(new Vector3(60, 180, 0))) as GameObject;
                    go.GetComponent <DamageTextScript>().Settext("" + (int)(damage * (100 / (100 + this.statsvalues.armor))));
                }
                else
                {
                    this.statsvalues.shield = Mathf.Clamp(this.statsvalues.shield - ((100 - this.statsvalues.reduceddamage) / 100) * damage, 0, this.statsvalues.shield);
                }
            }
            else
            {
                if (((100 - this.statsvalues.reduceddamage) / 100) * damage >= this.statsvalues.shield)
                {
                    damage = Mathf.Clamp(((100 - this.statsvalues.reduceddamage) / 100) * damage - this.statsvalues.shield, 0, ((100 - this.statsvalues.reduceddamage) / 100) * damage);
                    this.statsvalues.shield = 0;
                    this.statsvalues.life   = Mathf.Clamp(this.statsvalues.life - (damage * (2 - (100 / (100 - this.statsvalues.armor)))), 0, this.statsvalues.totallife);
                    DamageTextScript go = Instantiate(Resources.Load("Prefabs/Damage"), this.transform.position, Quaternion.Euler(new Vector3(60, 180, 0))) as DamageTextScript;
                    go.Settext("" + (int)(damage * (2 - (100 / (100 - this.statsvalues.armor)))));
                }
                else
                {
                    this.statsvalues.shield = Mathf.Clamp(this.statsvalues.shield - ((100 - this.statsvalues.reduceddamage) / 100) * damage, 0, this.statsvalues.shield);
                }
            }
        }
        else if (damagetype == 2) //MD- mr
        {
            if (this.statsvalues.armor >= 0)
            {
                if (((100 - this.statsvalues.reduceddamage) / 100) * damage >= this.statsvalues.magicshield)
                {
                    damage = Mathf.Clamp(((100 - this.statsvalues.reduceddamage) / 100) * damage - this.statsvalues.magicshield, 0, ((100 - this.statsvalues.reduceddamage) / 100) * damage);
                    this.statsvalues.magicshield = 0;
                    if (damage >= this.statsvalues.shield)
                    {
                        damage = Mathf.Clamp(damage - this.statsvalues.shield, 0, damage);
                        this.statsvalues.shield = 0;
                        this.statsvalues.life   = Mathf.Clamp(this.statsvalues.life - (damage * (100 / (100 + this.statsvalues.mr))), 0, this.statsvalues.totallife);
                    }
                    else
                    {
                        this.statsvalues.shield = Mathf.Clamp(this.statsvalues.shield - damage, 0, this.statsvalues.shield);
                    }
                }
                else
                {
                    this.statsvalues.magicshield = Mathf.Clamp(this.statsvalues.magicshield - ((100 - this.statsvalues.reduceddamage) / 100) * damage, 0, this.statsvalues.shield);
                }
            }
            else
            {
                if (((100 - this.statsvalues.reduceddamage) / 100) * damage >= this.statsvalues.magicshield)
                {
                    damage = Mathf.Clamp(((100 - this.statsvalues.reduceddamage) / 100) * damage - this.statsvalues.magicshield, 0, ((100 - this.statsvalues.reduceddamage) / 100) * damage);
                    this.statsvalues.magicshield = 0;
                    if (damage >= this.statsvalues.shield)
                    {
                        damage = Mathf.Clamp(damage - this.statsvalues.shield, 0, damage);
                        this.statsvalues.shield = 0;
                        this.statsvalues.life   = Mathf.Clamp(this.statsvalues.life - (damage * (2 - (100 / (100 - this.statsvalues.mr)))), 0, this.statsvalues.totallife);
                    }
                    else
                    {
                        this.statsvalues.shield = Mathf.Clamp(this.statsvalues.shield - damage, 0, this.statsvalues.shield);
                    }
                }
                else
                {
                    this.statsvalues.magicshield = Mathf.Clamp(this.statsvalues.magicshield - ((100 - this.statsvalues.reduceddamage) / 100) * damage, 0, this.statsvalues.shield);
                }
            }
        }
    }
Example #7
0
 void Start()
 {
     canvas = GameObject.Find("BattleHUDCanvas");
     popup  = Resources.Load <DamageTextScript>("Prefabs/Battle/DamageText");
 }