public void recRelief(KBEngine.Role e, ReliefType type) { if (e.renderObj == null) { return; } GameObject player = e.renderObj as GameObject; CombatProps cp = player.GetComponent <CombatProps>(); switch (type) { case ReliefType.Frozen: cp.outFrozenDBuff(); break; case ReliefType.SpeedUp: cp.outSpeedUpBuff(); break; case ReliefType.Sleep: cp.outSleepDBuff(); break; case ReliefType.Mess: cp.outMessDBuff(); break; } }
// Use this for initialization void Start() { m_Player = GameObject.FindWithTag("localPlayer"); m_CombatProps = m_Player.GetComponent <CombatProps>(); m_Image = GetComponent <Image>(); //init value switch (m_ChooseProp) { case Props.HP: m_MaxValue = m_CombatProps.m_MaxHP; m_RealTimeRatio = m_CombatProps.m_HP / m_MaxValue; break; case Props.MP: m_MaxValue = m_CombatProps.m_MaxMP; m_RealTimeRatio = m_CombatProps.m_MP / m_MaxValue; break; case Props.PhysPower: m_MaxValue = m_CombatProps.m_MaxPhysPower; m_RealTimeRatio = m_CombatProps.m_PhysPower / m_MaxValue; break; } }
void Awake() { m_Rigidbody = GetComponent <Rigidbody>(); m_Animator = gameObject.GetComponent <Animator>(); m_CombatProps = gameObject.GetComponent <CombatProps>(); if (m_Cam == null) { m_Cam = Camera.main; } }
private void SAFE_PROCESS(KBEngine.PropsEntity e, process p) { GameObject obj = (GameObject)e.renderObj; if (obj != null) { CombatProps cp = obj.GetComponent <CombatProps>(); if (cp != null) { p(cp); } } }
public void recSpeedUp(KBEngine.Role e, float speed) { if (e.renderObj == null) { return; } GameObject player = e.renderObj as GameObject; CombatProps cp = player.GetComponent <CombatProps>(); cp.inSpeedUpBuff(); Instantiate(speedUpEffect, player.transform.position, player.transform.rotation, player.transform); }
//================================================================= //Combat rec here //================================================================= public void recAttack(KBEngine.Role e, int attackType, float damage) { if (e.renderObj == null) { return; } GameObject player = e.renderObj as GameObject; GameObject dp = (GameObject)Instantiate(damagePopupObliPref, player.transform.position, Quaternion.identity); dp.GetComponent <ValuePopup>().m_Player = player; dp.GetComponent <ValuePopup>().m_Value = (int)damage; CombatProps cp = player.GetComponent <CombatProps>(); if (cp == null) { return; } switch ((AttackType)attackType) { case AttackType.Normal: break; case AttackType.Frozen: if (!cp.isInFrozenDBuff) { cp.inFrozenDBuff(); } break; case AttackType.Strong: if (!cp.isSleep()) { Instantiate(sleepEffect, player.transform.position, player.transform.rotation, player.transform); cp.inSleepDBuff(); } break; case AttackType.Shadow: if (!cp.isMess()) { Instantiate(messEffect, player.transform.position, player.transform.rotation, player.transform); cp.inMessDBuff(); } break; } }
private void OnTriggerEnter(Collider other) { if (other.gameObject != master) { if (other.gameObject.tag == "nonLocalPlayer" && master.gameObject.tag == "localPlayer") { SyncPosRot syncScript = gameObject.GetComponent <SyncPosRot>(); KBEngine.Arrow kbeArrow = syncScript.entity as KBEngine.Arrow; CombatProps cp = other.gameObject.GetComponent <CombatProps>(); if (cp != null) { cp.addDamage((AttackType)kbeArrow.attackType, damage); } } Safe_Destroy(); } }
void Start() { //props m_CombatProps = GetComponent <CombatProps>(); //blood Transform canvas = gameObject.transform.Find("Canvas").transform; GameObject blood = Canvas.Instantiate(bloodPref, canvas) as GameObject; bloodRect = blood.GetComponent <RectTransform>(); bloodImage = blood.GetComponent <Image>(); playerName = blood.transform.Find("role_name").GetComponent <Text>(); playerName.text = entity_name; //height float size_y = GetComponent <Collider>().bounds.size.y; float scal_y = transform.localScale.y; roleHeight = (size_y * scal_y) + 0.5f; }