Example #1
0
    public void Battle1()
    {
        BattleExit      BatExit = TextBox.GetComponent <BattleExit> ();
        Animator        TxtAnim = AtkDamage.GetComponent <Animator> ();
        HealthBar_Enemy HBE     = EnemyHealthBar.GetComponent <HealthBar_Enemy> ();

        BatExit.InBattle = true;
        TextBox.enabled  = true;
        //AtkDamage.enabled = false;
        HBEH.enabled       = false;
        HBEHDamage.enabled = false;
        //TxtAnim.enabled = false;
    }
    // Update is called once per frame
    void OnEnable()
    {
        SpriteRenderer  Spr = Heart.GetComponent <SpriteRenderer> ();
        HealthBar_Enemy HBE = EnemyHealthBar.GetComponent <HealthBar_Enemy> ();
        Battle          Bat = TextBox.GetComponent <Battle> ();

        TextBoxAnim.Play("TextBox1");
        Animator BarAnim = Bar.GetComponent <Animator> ();

        Bat.Battle1();
        FightBg.Play("BattleBg");
        Bar.enabled            = false;
        Bar.transform.position = start.position;
        BarAnim.enabled        = false;
        Heart.SetActive(true);
        Spr.enabled = true;
        Heart.transform.position = PlayerSpawn.position;
    }
Example #3
0
    // Update is called once per frame
    public void OnEnable()
    {
        HeartMove       Heart = HeartMov.GetComponent <HeartMove> ();
        HealthBar_Enemy HBarE = HBarEn.GetComponent <HealthBar_Enemy> ();
        Animator        anim  = Marciano.GetComponent <Animator>();
        BattleFight     BF    = AtkDamage.GetComponent <BattleFight> ();

        Atk.SetBool("IsAttaking", false);
        Hit.Play();
        AtkDamage.enabled     = true;
        AtkDamageAnim.enabled = true;
        AtkDamageAnim.Play("AtkDamageAnim");
        HealthBarHit.enabled        = true;
        HealthBarHitDamaged.enabled = true;
        anim.Play("Quake");
        anim.SetBool("QuakeEna", true);
        HBarE.EHealth -= Damage;
        AtkDamage.text = Damage.ToString();

        //BF.enabled = false;
    }
Example #4
0
    public void TalkBoxSc()
    {
        GameObject item    = GameObject.Find("ItemMove");
        Item       IScript = item.GetComponent <Item> ();
        TalkBox    Talk    = TextBox.GetComponent <TalkBox> ();
        UITextTypeWriterTalkBox TypeTalk = TalkBox.GetComponent <UITextTypeWriterTalkBox> ();
        BattleExit      BatExit          = TextBox.GetComponent <BattleExit> ();
        Attacks         Attack           = Attacks.GetComponent <Attacks> ();
        HealthBar_Enemy HBE = HealthBar_Enemy_GameObject.GetComponent <HealthBar_Enemy> ();


        if (Talk.Talking)
        {
            if (TalkBoxFinished)
            {
                //Talk.StopAllCoroutines ();
                Talk.StartCoroutine("TalkProgress", 4);
                if (Input.GetAxisRaw("Submit") == 1)
                {
                    if (IScript.NOfClicks > 1)
                    {
                        Talk.TalkingProgress      = false;
                        Talk.TalkBoxText.enabled  = false;
                        Talk.TalkBoxImage.enabled = false;
                        TypeTalk.StopAllCoroutines();
                        BatExit.InBattle = true;
                        if (HBE.Betrayed == false && HBE.Dead == false)
                        {
                            Talk.Talking = false;

                            if (Attack.AttackNumber == 0)                              //AtkNumber in Attack GameObject
                            {
                                BatExit.StartCoroutine("BattleDuration", 4);
                                Attack.ChoseAttack();
                            }
                            else if (Attack.AttackNumber == 1)
                            {
                                BatExit.StartCoroutine("BattleDuration", 6);
                                Attack.ChoseAttack();
                            }
                            else if (Attack.AttackNumber == 2)
                            {
                                BatExit.StartCoroutine("BattleDuration", 1000000);
                                Attack.ChoseAttack();
                            }
                        }
                        else
                        {
                            if (Spareable == false)
                            {
                                FadeToBlackAnim.Play("FadeToBlack");
                                SceneManager.LoadScene(3);
                            }
                        }
                    }
                }
                if (Talk.TalkingProgress)
                {
                    Talk.TalkingProgress      = false;
                    Talk.TalkBoxText.enabled  = false;
                    Talk.TalkBoxImage.enabled = false;
                    TypeTalk.StopAllCoroutines();
                    BatExit.InBattle = true;
                    if (HBE.Betrayed == false && HBE.Dead == false)
                    {
                        Talk.Talking = false;
                        if (Attack.AttackNumber == 0)                          //AtkNumber in Attack GameObject
                        {
                            BatExit.StartCoroutine("BattleDuration", 4);
                        }
                        else if (Attack.AttackNumber == 1)
                        {
                            BatExit.StartCoroutine("BattleDuration", 6);
                        }
                        else if (Attack.AttackNumber == 2)
                        {
                            BatExit.StartCoroutine("BattleDuration", 1000000);
                        }
                    }
                    else
                    {
                        if (Spareable == false)
                        {
                            FadeToBlackAnim.Play("FadeToBlack");
                            SceneManager.LoadScene(3);
                        }
                    }
                }
            }
        }
//		if(Talk.Talking){
//			if(TalkBoxFinished){
//				Talk.StartCoroutine ("TalkProgress");
//				if()
//
//
//			}
//
//		}
    }
Example #5
0
    public void SpawnLaser()
    {
        BattleExit      BE = TextBox.GetComponent <BattleExit> ();
        SpriteRenderer  LG = LaserGreen.GetComponent <SpriteRenderer> ();
        HealthBar_Enemy HB = EnemyH.GetComponent <HealthBar_Enemy> ();

        if (BE.InBattle)
        {
            if (LaserSpawn)
            {
                LG.enabled = true;
                Vector3 LaserPosition = new Vector3(Random.Range(spawnLU.position.x, spawnRU.position.x), spawnLU.position.y, 0);
                LaserSpawn = false;
                GameObject LaserClone = (GameObject)Instantiate(LaserGreen, LaserPosition, Quaternion.identity);
                //Rigidbody2D LCRB = LaserClone.AddComponent <Rigidbody2D>()as Rigidbody2D;
                //LCRB.AddForce (LaserForce);
                LaserClone.transform.SetParent(Attack1Parent);
                Lasers.Add(LaserClone);
                for (int i = 0; i < Lasers.Count; i++)
                {
                    LaserGreen L = Lasers [i].GetComponent <LaserGreen> ();
                    //LaserClone.transform.SetParent (LaserGreenParent);
                    LaserClone.name = "Laser " + Lasers.IndexOf(LaserClone);
                    LaserClone.tag  = "LaserClone";
                    L.Tm            = 0;
                }

//			GameObject LaserC=GameObject.f
            }
        }
        int n = Lasers.Count;

        for (int i = 0; i < n; i++)
        {
            if (Lasers.Count != 0)
            {
                Vector3        LaserPosition = new Vector3(Random.Range(spawnLU.position.x, spawnRU.position.x), Random.Range(spawnLU.position.y, spawnRU.position.y), 0);
                SpriteRenderer S             = Lasers[i].GetComponent <SpriteRenderer> ();
                LaserGreen     L             = Lasers [i].GetComponent <LaserGreen> ();
                if (HB.CurrentHealth != 0)
                {
                    speed = (1 / (HB.CurrentHealth + 1));
                }
                Lasers [i].transform.position += LaserForce * speed * Time.deltaTime;
                if (Lasers [i].transform.position.y < spawnLD.position.y)
                {
                    Lasers [i].transform.position = LaserPosition;
                    S.enabled = false;
                }
                else if (Lasers [i].transform.position.y >= spawnLU.position.y)
                {
                    S.enabled = false;
                }
                else if (Lasers [i].transform.position.y < spawnLU.position.y)
                {
                    S.enabled = true;
                }

                if (CancelSpawn)
                {
                    CancelSpawn = false;
                    CancelSpawn = true;
                    Destroy(Lasers [0]);
                    Lasers.Remove(Lasers [0]);
                    Debug.Log(Lasers.Count);
                }
            }
        }
    }