public override void Apply(GameObject player) { EffectiveHealth hp = player.GetComponent <EffectiveHealth>(); hp.m_Resistance.Fire += 1; StartInferno(); }
public override void Apply(GameObject player) { PlayerController claimer = player.GetComponent <PlayerController>(); EffectiveHealth hp = claimer.GetComponent <EffectiveHealth>(); hp.CurrentHealth += m_OverHeal; }
private void HealWall(Transform locationTransform) { // First, get the child object GameObject wallObject = locationTransform.gameObject; EffectiveHealth health = wallObject.GetComponent <EffectiveHealth>(); health.CurrentHealth += kRepairRate; }
public override void Apply(GameObject obj) { if (PlayerLocator.instance.IsPlayer(obj)) { EffectiveHealth health = obj.GetComponent <EffectiveHealth>(); health.Heal(kHealthBoost); } }
public override void Apply(GameObject multi) { EffectiveHealth hp = multi.GetComponent <EffectiveHealth>(); hp.m_Resistance.Earth += kResistanceBoost; hp.m_Resistance.Fire += kResistanceBoost; hp.m_Resistance.Frost += kResistanceBoost; hp.m_Resistance.Wind += kResistanceBoost; }
public override void Remove(GameObject multi) { EffectiveHealth hp = multi.GetComponent <EffectiveHealth>(); hp.m_Resistance.Earth -= kResistanceBoost; hp.m_Resistance.Fire -= kResistanceBoost; hp.m_Resistance.Frost -= kResistanceBoost; hp.m_Resistance.Wind -= kResistanceBoost; }
private void OnTriggerStay2D(Collider2D collision) { if (m_NextDamageTimer > 1.0f) { EffectiveHealth health = collision.gameObject.GetComponent <EffectiveHealth>(); if (health != null) { // We are only interested in horizontal distance float distance = Mathf.Abs(collision.transform.position.x - transform.position.x); float range = collision.bounds.extents.x * gameObject.transform.lossyScale.x; // The closer we are to the collider center, the more damage we should take float distanceRatio = Mathf.Clamp(1 - distance / range, 0, float.MaxValue); float damage = distanceRatio * kMaxDamage; health.TakeDamage((int)damage, ElementalType.FIRE); } } }
// Use this for initialization void Start() { kHealth = GetComponent <EffectiveHealth>(); m_CollisionEventBuffer = new List <ParticleCollisionEvent>(); kRigidBody = GetComponent <Rigidbody2D>(); }
public void Start() { m_Health = GetComponent <EffectiveHealth>(); }
public override void Remove(GameObject player) { EffectiveHealth hp = player.GetComponent <EffectiveHealth>(); hp.m_Resistance.Fire -= 1; }
// Use this for initialization new void Start() { kHealth = GetComponent <EffectiveHealth>(); base.Start(); }