Example #1
0
    public void IncreaseAttribute(int value, Global.Attribute attribute)
    {
        switch (attribute)
        {
        case Global.Attribute.Health:
            if ((currentHealth + value < GetMaximumHealth()))
            {
                currentHealth += value;
            }
            else
            {
                currentHealth = GetMaximumHealth();
            }
            if (state == Global.State.Dead)
            {
                state = Global.State.None;
            }
            break;

        case Global.Attribute.Mana:
            if ((currentMana + value < GetMaximumMana()))
            {
                currentMana += value;
            }
            else
            {
                currentMana = GetMaximumMana();
            }
            break;

        case Global.Attribute.Attack: currentAttack += value;
            break;

        case Global.Attribute.Defense: currentDefense += value;
            break;

        case Global.Attribute.SpecialAttack: currentSpecialAttack += value;
            break;

        case Global.Attribute.SpecialDefense: currentSpecialDefense += value;
            break;

        case Global.Attribute.Speed: currentSpeed += value;
            break;

        case Global.Attribute.CriticalChance: currentCriticalChance += value;
            break;
        }

        battleGUIManager.DisplayDamage(value, GetTopPosition(), Color.green);
    }
Example #2
0
    private void ApplyDamage(int damage)
    {
        if (currentHealth - damage > 0)
        {
            currentHealth -= damage;

            monsterAnimator.PlayQueued("TakeDamage");
        }
        else
        {
            currentHealth = 0;
            state         = Global.State.Dead;

            monsterAnimator.PlayDead();
        }

        battleGUIManager.DisplayDamage(damage, GetTopPosition(), Color.white);
    }
Example #3
0
	public void IncreaseAttribute(int value, Global.Attribute attribute) {
		switch(attribute) {
			case Global.Attribute.Health: 
					if((currentHealth+value < GetMaximumHealth()))
						currentHealth+=value;
					else
						currentHealth = GetMaximumHealth();
					if(state == Global.State.Dead)
						state = Global.State.None;
				break;
			case Global.Attribute.Mana:
				if((currentMana+value < GetMaximumMana()))
						currentMana+=value;
					else
						currentMana = GetMaximumMana();
				break;
			case Global.Attribute.Attack: currentAttack+=value;
				break;
			case Global.Attribute.Defense: currentDefense+=value;
				break;
			case Global.Attribute.SpecialAttack: currentSpecialAttack+=value;
				break;
			case Global.Attribute.SpecialDefense: currentSpecialDefense+=value;
				break;
			case Global.Attribute.Speed: currentSpeed+=value;
				break;
			case Global.Attribute.CriticalChance: currentCriticalChance+=value;
				break;
		}

		battleGUIManager.DisplayDamage(value, GetTopPosition(), Color.green);
	}
Example #4
0
    private void ApplyDamage(int damage) {
        if(currentHealth - damage > 0) {
            currentHealth -= damage;

            monsterAnimator.PlayQueued("TakeDamage");
        } else {
            currentHealth = 0;
            state = Global.State.Dead;

            monsterAnimator.PlayDead();
        }

        battleGUIManager.DisplayDamage(damage, GetTopPosition(), Color.white);
    }