private void OnDamageTaken(PlayerBaseAttackLogic attackLogic, uint damage, EAttackResult attackResult, EHitNotificationType hitNotificationType) { Profiler.BeginSample("PlayerHealthComponent.OnDamageTaken"); #if DEBUG_DISPLAY || UNITY_EDITOR KakutoDebug.Log("Player : " + gameObject.name + " HP : " + m_HP + " damage taken : " + damage + " attack " + attackResult.ToString()); #endif ChronicleManager.AddChronicle(gameObject, EChronicleCategory.Health, "On damage taken : " + damage + ", current HP : " + m_HP); DamageTakenEventParameters damageTakenInfo = new DamageTakenEventParameters(gameObject, attackLogic, attackResult, m_StunInfoSC.IsHitStunned(), damage, (float)m_HP / (float)m_HealthConfig.m_MaxHP, hitNotificationType); Utils.GetPlayerEventManager(gameObject).TriggerEvent(EPlayerEvent.DamageTaken, damageTakenInfo); if (!IsDead() && attackLogic.CanPlayDamageTakenAnim()) { PlayDamageTakenAnim(attackLogic, attackResult); } TriggerEffects(attackLogic, damage, attackResult, hitNotificationType); if (damage > 0 && m_InfoComponent.GetPlayerSettings().m_DisplayDamageTaken) { DisplayDamageTakenUI(damage); } if (IsDead()) { OnDeath(attackLogic); } Profiler.EndSample(); }
static void ClearSavedAudioOptions() { PlayerPrefs.SetFloat(K_MASTER_VOLUME, 1f); PlayerPrefs.SetFloat(K_MUSIC_VOLUME, 1f); PlayerPrefs.SetFloat(K_SFX_VOLUME, 1f); PlayerPrefs.SetFloat(K_VOICE_VOLUME, 1f); KakutoDebug.Log("Audio options cleared!"); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { #if DEBUG_DISPLAY || UNITY_EDITOR KakutoDebug.Log(Time.time + " | StunAnimationEnd: " + animator.transform.root.name + " normalizedTime: " + stateInfo.normalizedTime); #endif //If this animation is well finished, we need to stop stun on state exit if (stateInfo.normalizedTime >= 1.0f) { Utils.GetPlayerEventManager(animator.gameObject).TriggerEvent(EPlayerEvent.OnStunAnimEnd); } }
void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report) { List <BakeableScriptableObject> allBakeableObjects = EditorUtils.FindAssetsByType <BakeableScriptableObject>(); foreach (BakeableScriptableObject bakeableObject in allBakeableObjects) { bakeableObject.ResetBakeData(); bakeableObject.BakeData(); } KakutoDebug.Log("Data baking success !"); }
private void SortAttackList() { m_AttackList.Sort(SortByInput); KakutoDebug.Log("Attack list sorted !"); }
public static void LogPlayer2InputMapping() { KakutoDebug.Log(m_PlayerGamePads[1].GetInputMappingStr()); }
public static void ClearSavedInputMapping() { PlayerPrefs.SetString("Player1InputMapping", ""); PlayerPrefs.SetString("Player2InputMapping", ""); KakutoDebug.Log("Input mapping cleared!"); }
static void ClearSavedTrainingOptions() { PlayerPrefs.SetString(K_TRAININGOPTIONS, ""); KakutoDebug.Log("Training options cleared!"); }