// Bubble Hurt Effect public void BubbleUpHurtEffect(string text, bool critical, FC_ELITE_TYPE type, bool isFromSkill, Vector3 pos) { float size_factor = 1.0f; Color color = _normalColor; // Scale if (type == FC_ELITE_TYPE.Boss || type == FC_ELITE_TYPE.MiniBoss) { size_factor = 2.0f; } else if (type == FC_ELITE_TYPE.Elite) { size_factor = 1.5f; } else { size_factor = 1.0f; } if (critical) { size_factor = 2.0f; } // Critical if (critical && type == FC_ELITE_TYPE.hero) { text = "!"; size_factor = 2.0f; } // Color if ((type != FC_ELITE_TYPE.hero) && (!isFromSkill)) { color = _normalColor; } else if ((type != FC_ELITE_TYPE.hero) && (isFromSkill)) { color = _goldedColor; } else if (type == FC_ELITE_TYPE.hero) { color = _bloodColor; } BubbleUpEffect(text, color, pos, size_factor); }
public void ChangeHP(int delta, bool critical, FC_ELITE_TYPE type, bool isFromSkill) { if (delta > 0) { BubbleUpHurtEffect(delta.ToString(), critical, type, isFromSkill); if ((type != FC_ELITE_TYPE.hero) && (_bloodBar.sliderValue <= 0f)) { _bloodBar.gameObject.SetActive(false); _displayText.gameObject.SetActive(false); if (_icon != null) { _icon.gameObject.SetActive(false); } } } }
// Hurt effect public void BubbleUpHurtEffect(string text, bool critical, FC_ELITE_TYPE type, bool isFromSkill) { BubbleEffectManager.Instance.BubbleUpHurtEffect(text, critical, type, isFromSkill, _bubbles.transform.position); }