protected virtual void Start() { timer = 0; movementBehaviour = GetComponent <EnemyMovementBehavior>(); color = ColorAttribute.COLOR_TYPE.YELLOW; sr = GetComponent <SpriteRenderer>(); sr.sprite = sprites[3]; color = (ColorAttribute.COLOR_TYPE)UnityEngine.Random.Range(0, 3); if (sr) { switch (color) { case ColorAttribute.COLOR_TYPE.GREEN: sr.sprite = sprites[0]; break; case ColorAttribute.COLOR_TYPE.MAGENTA: sr.sprite = sprites[1]; break; case ColorAttribute.COLOR_TYPE.ORANGE: sr.sprite = sprites[2]; break; } } tag = "Enemy"; orderingLayer = Mathf.RoundToInt(transform.position.y * 100f) * -1; sr.sortingOrder = orderingLayer; }
public void TakeDamage(ColorAttribute.COLOR_TYPE element, GameObject _player) { player = _player; if (element == balloonElement) { onDeath(this); } }
public void Shoot(Vector2 directionection, ColorAttribute.COLOR_TYPE _element, GameObject _player) { shoot = true; colorType = _element; player = _player; direction = directionection; rigid.velocity = direction * speed; UpdateColor(); }
public void Shoot(Vector2 dir, int _damage, ColorAttribute.COLOR_TYPE _element, GameObject _player, bool _critical, bool penetrate) { direction = dir; damage = _damage; colorType = _element; player = _player; rigid.velocity = direction * speed; critical = _critical; penetrating = penetrate; UpdateColor(); }
private bool CheckColor(ColorAttribute.COLOR_TYPE element) { switch (element) { case ColorAttribute.COLOR_TYPE.GREEN: return(rend.sprite == colorSprites[0]); case ColorAttribute.COLOR_TYPE.MAGENTA: return(rend.sprite == colorSprites[1]); case ColorAttribute.COLOR_TYPE.ORANGE: return(rend.sprite == colorSprites[2]); case ColorAttribute.COLOR_TYPE.YELLOW: return(rend.sprite == colorSprites[3]); } return(false); }
private int CalculateElementalDamage(int damage, ColorAttribute.COLOR_TYPE playerOrb, ColorAttribute.COLOR_TYPE enemyOrb) { float pureDamage = damage; if (playerOrb == enemyOrb) { pureDamage *= 0.6f; } else { pureDamage *= 0.1f; } if (pureDamage < 1) { pureDamage = 1; } return((int)pureDamage); }
private void Start() { balloonElement = (ColorAttribute.COLOR_TYPE)UnityEngine.Random.Range(0, 3); sr = GetComponent <SpriteRenderer>(); switch (balloonElement) { case ColorAttribute.COLOR_TYPE.GREEN: sr.sprite = sprites[0]; break; case ColorAttribute.COLOR_TYPE.MAGENTA: sr.sprite = sprites[1]; break; case ColorAttribute.COLOR_TYPE.ORANGE: sr.sprite = sprites[2]; break; case ColorAttribute.COLOR_TYPE.YELLOW: sr.sprite = sprites[4]; break; } }