void DetermineRoundWinner() { int tempWinnerID = 0; float healthComparison = 0f; for (int i = 0; i < 2; ++i) { PlayerDefense defenseRef = defenseTriggers[i].GetComponent <PlayerDefense>(); if (defenseRef.defenseHealthCurrent > healthComparison) { healthComparison = defenseRef.defenseHealthCurrent; tempWinnerID = i; } } PlayerDefense player0DefenseRef = defenseTriggers [0].GetComponent <PlayerDefense> (); PlayerDefense player1DefenseRef = defenseTriggers [1].GetComponent <PlayerDefense> (); if (player0DefenseRef.defenseHealthCurrent == player1DefenseRef.defenseHealthCurrent) { GameObject.FindGameObjectWithTag("AUDIOMANAGER").GetComponent <AudioManager> ().PlayTieSound(); roundOverText.GetComponent <Text> ().text = "TIE!"; return; } else { //GameObject.FindGameObjectWithTag ("AUDIOMANAGER").GetComponent<AudioManager> ().StopBackgroundMusic(); GameObject.FindGameObjectWithTag("AUDIOMANAGER").GetComponent <AudioManager> ().PlayRoundOverSound(); } EnableScore(tempWinnerID); }
// Use this for initialization void Start() { PMC_PlayerManagerClass = GetComponent<PlayerManager>(); PD_PlayerDefense = GetComponent<PlayerDefense>(); if(networkView.isMine){ gameObject.AddComponent<AudioListener>(); } }
public void Def_DefLessThanDamage_HpLost() { PlayerDefense defense = new PlayerDefense(); var expecthp = player.statusplayer.hp - (statusbug.atk - player.statusplayer.def); defense.Def(player.statusplayer, statusbug); Assert.AreEqual(expecthp, player.statusplayer.hp); }
void Start() { allowInput = true; lightAttackClass = GetComponent <LightAttack>(); mediumAttackClass = GetComponent <MediumAttack>(); heavyAttackClass = GetComponent <HeavyAttack>(); playerDefenseClass = GetComponent <PlayerDefense>(); playerDashClass = GetComponent <PlayerDash>(); }
// Get necessary components. private void Awake() { sr = GetComponent <SpriteRenderer>(); audi = GetComponent <AudioSource>(); anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); coll = GetComponent <Collider2D>(); // Set up the Singleton design pattern. if (instance == null) { instance = this; } blockspark.gameObject.SetActive(false); MakeHitSparkList(); }
public void OpenMenu(Equipment.TypeOfEquipment _type) { Visible = true; // Set player stat info back to default PlayerStrength = player.Stats.Strength; PlayerDefense = player.Stats.Defense; strengthText.Text = PlayerStrength.ToString(); defenseText.Text = PlayerDefense.ToString(); strengthText.AddColorOverride("font_color", Color.ColorN("White")); defenseText.AddColorOverride("font_color", Color.ColorN("White")); if (_type == Equipment.TypeOfEquipment.Weapon) { currentlyEquipped.Text = player.Equipment.Weapon.ItemName; } else if (_type == Equipment.TypeOfEquipment.Armor) { currentlyEquipped.Text = player.Equipment.Armor.ItemName; } AddEquipmentButtons(_type); }
public DefenseBase GetDefense(Planet planet, DefenseType type) => PlayerDefense.First(d => d.BelongsTo.Id == planet.Id && d.Type == type);
// Use this for initialization void Start() { playerManager = GetComponent<PlayerManager>(); playerMovement = GetComponent<PlayerMovement>(); playerDefense = GetComponent<PlayerDefense>(); }
void Start() { playerDefense = GetComponent<PlayerDefense>(); endSyncRotation = Quaternion.identity; initialized = true; }