//--------------------------------- /* * Negative Effect: * 1. Slow Move (Speed Movment decrease 50%) * 2. Poison (Take Damage evry 1s) * 3. Fire (Take Damage evry 1s) * 4. Weakness (Stamina decreace evry 1s) * 5. Decrease Damge (Damage decrease 25%) * * private void Awake() * { * DontDestroyOnLoad(transform.gameObject); * } * private void OnEnable() * { * SceneManager.sceneLoaded += OnSceneLoaded; * } * * private void OnSceneLoaded(Scene scene, LoadSceneMode mode) * { * Debug.Log("Scene Load : " + gameObject.GetInstanceID()); * _CanvasMenu.active = true; * _CanvasInGame.active = false; * _Number_Skull.text = "" + _Number_Of_Skulls; * _Exp_Bar.SetIndex(_NeedXP); * _Exp_Bar.ChangeCurentValue(_CurentXP); * _Level_Text_Menu.text = "Level : " + _Lvl; * } */ void Start() { Wave_Set_Count(); _HP_Text.text = "" + _HP; _SP_Text.text = "" + _SP; _Strength_Text.text = "" + _Strength; _Agility_Text.text = "" + _Agility; _Luck_Text.text = "" + _Luck; _HP_Cost_Text.text = "" + CostUpStats(_HP); _SP_Cost_Text.text = "" + CostUpStats(_SP); _Strength_Cost_Text.text = "" + CostUpStats(_Strength); _Agility_Cost_Text.text = "" + CostUpStats(_Agility); _Luck_Cost_Text.text = "" + CostUpStats(_Luck); _NeedXP = XP_RequestList(_Lvl + 1); _Exp_Bar.SetIndex(_NeedXP); _Exp_Bar.ChangeCurentValue(_CurentXP); _Level_Text_Menu.text = "Level : " + _Lvl; _Number_Skull.text = "" + _Number_Of_Skulls; _Number_Skull_in_Game.text = "" + _Number_Of_Skulls; _Player.NewCharacteristics_All(_HP * 10, _SP * 5, _Strength * 2, _Agility * 0.01f, (_Agility * 2) * 0.01f, _Luck * 0.01f); _Default_Camera_Position = GameObject.Find("Main Camera").GetComponent <Transform>().position; _Default_Player_Position = GameObject.Find("Player").GetComponent <Transform>().position; }
public void TakeDamage(int _Damage) { _Health -= _Damage; _HealthBar.ChangeCurentValue(_Health); if (_Health <= 0) { _isDead = true; _animator.SetTrigger("Death"); GameObject.Find("Game").GetComponent <GameProcesor>().EndGame(); } else { _animator.SetTrigger("Hurt"); } }