Example #1
0
    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();
    }
Example #2
0
 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);
        }
    }
Example #4
0
    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 !");
    }
Example #5
0
    private void SortAttackList()
    {
        m_AttackList.Sort(SortByInput);

        KakutoDebug.Log("Attack list sorted !");
    }
Example #6
0
 public static void LogPlayer2InputMapping()
 {
     KakutoDebug.Log(m_PlayerGamePads[1].GetInputMappingStr());
 }
Example #7
0
 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!");
 }