Exemple #1
0
        /// <summary>
        /// Draws attack animiation and reduces boss's health.
        /// </summary>
        /// <param name="gun">If a the player has a gun different animations are shown
        /// </param>
        void DrawAttackNumberReduceBossHealth(bool gun)
        {
            var GunAttackAnimation   = new GunAttack();
            var SwordAttackAnimation = new SwordAttack();
            int attackNumber         = 0;

            if (gun)
            {
                GunAttackAnimation.InitialPlacements();
                GunAttackAnimation.DrawMe();
                GunAttackAnimation.Placement.Y = 10;
                attackNumber = Gun.Stats.Attack + Player.Stats.Attack;
                Console.SetCursorPosition(73, 12);
                Console.Write(attackNumber);
                Thread.Sleep(300);
                GunAttackAnimation.DeleteMe();
            }
            else
            {
                SwordAttackAnimation.InitialPlacements();
                SwordAttackAnimation.DrawMe();
                SwordAttackAnimation.Placement.Y = 10;
                attackNumber = Sword.Stats.Attack + Player.Stats.Attack;
                Console.SetCursorPosition(75, 12);
                Console.Write(attackNumber);
                Thread.Sleep(300);
                SwordAttackAnimation.DeleteMe();
            }
            Boss.Stats.HealthPower -= attackNumber;
            Gun.Stats.Attack        = randomNumber.Next(10, 20);
            Sword.Stats.Attack      = randomNumber.Next(10, 20);
        }
Exemple #2
0
        protected override void OnInitialize()
        {
            gunGo = Instantiate(gunPrefab, transform.position + GetGunOffset(defaultDirection), Quaternion.identity);

            eAttacks[0] = new GunAttack(this, gunGo, bulletPrefab);
            eAttacks[1] = new GeligniteAttack(this, gelignitePrefab);
            eAttacks[2] = new DynamiteAttack(this);

            spriteFlip = new CompoundSpriteFlip(gameObject, defaultDirection);
        }