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;
        }
    }
Exemple #2
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    // 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;
        }
    }
Exemple #7
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 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();
     }
 }
Exemple #8
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    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;
    }