public override void setInitialState() { // Debug.Log(gameObject.ToString() + " : setInitialState"); this.armeActive = this.princesseArme.armeActive; this.listObjet = new Dictionary <EnumObjetProgression, int>(this.princesseObjetProgression.listObjet); this.unlockPouvoirGlace = princessePouvoirGlace.isUnlocked; }
public void RamasserArme(EnumArmes typeArme, GameObject armeRamasse) { poserArme(); armeActive = typeArme; defineActualsArmes(armeRamasse); activerArme(); }
public void SetArmeActive(EnumArmes typeArme) { if (armeActive != EnumArmes.VIDE) { actualHandArme.SetActive(false); } armeActive = typeArme; defineActualsArmes(null); activerArme(); }
public void Load() { if (File.Exists(Application.persistentDataPath + "/playerInfo.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open); PlayerData data = (PlayerData)bf.Deserialize(file); file.Close(); vie = data.vie; ArmeCourante = data.ArmeCourante; listArmeTenu = data.listArmeTenu; skinIndex = data.skinIndex; } }
public void ParticulePlay(EnumArmes armeActuel, Vector3 hitPoint, bool TouchMob) { switch (armeActuel) { case EnumArmes.VIDE: break; case EnumArmes.POELE: break; case EnumArmes.PAIN: break; case EnumArmes.PIED_LIT: if (!TouchMob) { Instantiate(ParticuleWall[0], new Vector3(hitPoint.x, hitPoint.y + 0.5f, hitPoint.z), Quaternion.identity); soundGenerator.playOneShot(SoundParticuleWall[0], 0.3f); } break; case EnumArmes.CHANDELIER: break; case EnumArmes.PELLE: break; case EnumArmes.BAGUETTE_MAGIQUE: break; } if (TouchMob) { Instantiate(ParticuleMobHurt[0], new Vector3(hitPoint.x, hitPoint.y + 0.5f, hitPoint.z), Quaternion.identity); soundGenerator.playOneShot(SoundParticuleMobHurt[0], 0.3f); } }