void Awake() { myTransform = GetComponent<Transform>(); myRigidBody = GetComponent<Rigidbody>(); myHealth = GetComponent<Health>(); BloodParticle = GetComponentInChildren<ParticleSystem>(); }
// basic melee attack which just deals damage and runs animation. простая атака ближнего боя которая наносит урон и проигрывает анимацию public void basicMelee() { this.towerManager.isphysDmg=true; this.towerManager.ismageDmg=false; if(attackAreaMeleeEnter.enemy!=null) // check if there is something in front of the tower. проверить есть ли какой-то объект перед башней. { if(attackAreaMeleeEnter.enemy.gameObject.tag.Contains("Enemy")) //check if thing in front of tower is actually an enemy. проверить если этот объект с тегом враг { hp = attackAreaMeleeEnter.enemy.gameObject.GetComponent("Health") as Health; // get health component of an enemy. берем компонент health из объекта врага animator = this.GetComponent<Animator>();// animator // attack with cooldown of two seconds and play animation. атакует с интервалом в две секунды и играет анимацию. if (timeStamp<=Time.time) { hp.getDamage(damage); timeStamp=Time.time+2.0f; animator.SetBool("Attack",false); } // if enemy is dead, destroy enemy object. если враг мертв, уничтожаем его объект и ставим idle анимацию. if (hp.isDead()) { Destroy(attackAreaMeleeEnter.enemy.gameObject); animator.SetBool("Attack",true); } } } }
// Use this for initialization void Start () { counterText = GetComponent<Text>() as Text; set_seconds = maxSeconds; seconds = set_seconds; healthScript = healthObject.GetComponent<Health>(); musicManager = canvas.GetComponent<MusicManager> (); }
public Lazer(Vec2 pos, Vec2 p2) { Health = new Health(0.2); Position = pos; this.p2 = p2; Velocity = Direction * Speed; }
// Use this for initialization void Start () { if( GameObject.Find ("Player" + playerNumber.ToString ()) != null) health = GameObject.Find ("Player" + playerNumber.ToString ()).GetComponent<Health>(); if (health == null) { health = GameObject.Find ("DetachedTop" + playerNumber.ToString ()).GetComponent<Health>(); } }
//=================================================== // UNITY METHODS //=================================================== /// <summary> /// Awake. /// </summary> void Awake() { health = GetComponent<Health>(); hitFlash = GetComponent<HitFlash>(); startingHealth = health.HealthValue; a = footman.GetComponent<Animator>(); }
void FixedUpdate() { // Debug.Log( "stuff :: " + targetHealth ); if ( ! targetHealth ) { // Debug.Log( "target died ! "); inRangeList.Remove( targetTransform ); targetHealth = null; targetTransform = null; } // Either attack your target or pull the first target of the list to attack next ! if ( targetTransform ) { approachTarget(); } // If there's no current target & there's enemies in range - start attack: else if ( inRangeList.Count > 0 ) { targetTransform = inRangeList[ 0 ]; targetHealth = targetTransform.GetComponent<Health>(); Debug.Log( "in range :: " + inRangeList.Count ); if( targetTransform ) startAttack(); } }
void OnTriggerEnter2D(Collider2D other) { scriptMove = player.GetComponent<CharacterMovement> (); scriptHP = player.GetComponent<Health> (); if (other.tag == "Hero"){ Destroy(gameObject); float rekt = Random.value; if (rekt <= 0.2) { scriptMove.speed = 3f; //textbox.text = "Faster Speed! :)"; } else if (rekt > 0.2 && rekt <= 0.3) { scriptMove.speed = 1.5f; //textbox.text = "Slower Speed! :("; } else if (rekt > 0.3 && rekt <= 0.5) { scriptHP.Heal (1); //textbox.text = "+1 HP!! :D"; } else if (rekt > 0.5 && rekt <= 0.6) { scriptHP.TakeDamage (1); //textbox.text = "-1 HP!"; } else if (rekt > 0.6 && rekt <= 0.9) { scriptArrow.arrowDamage = 2; } else { scriptMove.speed = 2.5f; scriptArrow.arrowDamage = 1; } AudioSource.PlayClipAtPoint(sound, transform.position); } }
void DealSplashDamage() { // checks which colliders are inside splash radius - they are denoted as victims Collider[] victimsArray = Physics.OverlapSphere(transform.position, splashRadius); foreach (Collider victim in victimsArray) { // Debug.Log (victim.name + " in splash range"); if (victim.GetComponent<Health>()) { victimHealth = victim.GetComponent<Health>(); } // check if something is blocking a straight line from explosion nucleus to victim // LineCast starts from 0.52 units above the explosion in order to include possible player colliders // that otherwise might be containing the LineCast start RaycastHit hitInfo; if (Physics.Linecast(transform.position + 0.52f * Vector3.up, victim.transform.position, out hitInfo)) { // Debug.Log(victim.name + " not shielded by objects"); Debug.DrawLine(transform.position, victim.transform.position,Color.red, 10f); // Linecast to victim's position can be obstructed by victim's own collider, // which naturally cannot be considered being safe from splash. // Victim has to be behind some other collider to be shielded from splash. // Indestructible walls will be exempt from taking splash damage (because they cannot be damaged) if (hitInfo.collider.transform.position == victim.transform.position && "Indestructible" != victim.tag) { // Debug.Log(victim.name + " damaged by splash"); victimHealth.DealDamage (damage, shooter); } } } }
void Awake() { rigidbody = GetComponent<Rigidbody2D>(); body = GetComponent<PolygonCollider2D>(); feet = GetComponent<CircleCollider2D>(); health = GetComponent<Health>(); standing = body.points; crouched = new Vector2[standing.Length]; grounded = false; onWall = false; upSlope = false; downSlope = false; int min = 0; for (int i = 0; i < standing.Length; i++) { if (standing[i].y < standing[min].y) min = i; } for (int i = 0; i < standing.Length; i++) { float newY = (standing[i].y - standing[min].y) * 0.5f + standing[min].y; crouched[i] = new Vector2(standing[i].x, newY); } }
//private Animator animator; public void Start() { // Components moveController = GetComponent<EnemyMoveController>(); animationController = GetComponent<AnimationController>(); sprRend = GetComponent<SpriteRenderer>(); collider = GetComponent<BoxCollider2D>(); health = GetComponent<Health>(); player = FindObjectOfType<Player>(); //laser = GetComponent<Projectile> (); //laserObject = GetComponent <Projectile> (); //rigidbody2D.mass = 10; distance = new Vector2(0, 0); speed = new Vector2(0, 0); isAgro = false; rnd = new System.Random(Guid.NewGuid().GetHashCode()); t = 3 + rnd.Next(0, 3000) / 1000f; teleporting = false; teleportCD = 11; temp = 0; canTeleport = true; facing = new Vector2(0, 0); }
// Use this for initialization void Start() { _wheel = GetComponent<WheelCollider>(); //bikerhealth = transform.parent.Find( "bodyHealthTrigger" ).GetComponent<Health>(); bikerhealth = transform.parent.GetComponentInChildren<Health>(); bikerscore = transform.parent.GetComponent<Score>(); }
public Repair(Actor self, Actor host, WDist closeEnough) { this.host = Target.FromActor(host); this.closeEnough = closeEnough; repairsUnits = host.Info.TraitInfo<RepairsUnitsInfo>(); health = self.TraitOrDefault<Health>(); }
void hurt(Health otherHealth) { if (otherHealth && damageGroups.Contains(otherHealth.damageGroup)) { if(damageCount == 0) { otherHealth.hurt(damage); } else { int hits = 0; if (gameObjectHits.TryGetValue(otherHealth, out hits)) { if (hits < damageCount) { gameObjectHits[otherHealth] = hits + 1; otherHealth.hurt(damage); } } else { gameObjectHits[otherHealth] = 1; otherHealth.hurt(damage); } } } }
public void Start() { //animator = GetComponent<Animator>(); player = FindObjectOfType<Player>(); moveController = GetComponent<EnemyMoveController>(); health = GetComponent<Health>(); isInvincible = false; isAgro = false; sprRend = GetComponent<SpriteRenderer>(); maxVelocity = 1; currentVelocity = 0; left = new Vector3(-0.3f, 0, 0); right = new Vector3(0.3f, 0, 0); up = new Vector3(0, 0.3f, 0); down = new Vector3(0, -0.3f, 0); west = new Quaternion(0, 0, 90, 0); east = new Quaternion(0, 0, -90, 0); north = new Quaternion(0, 0, 0, 0); south = new Quaternion(0, 0, 180, 0); shield = Instantiate(shieldObj, transform.position, transform.rotation) as GameObject; }
private void OnEnable() { SO = new SerializedObject(target); myHealth = (Health)target; statusEffects = Enum.GetNames(typeof (HitInfo.Effects)); }
public void Initialize() { // Finding GameObjects m_object_player = GameObject.Find("Player"); m_object_helpers = GameObject.Find ("Helpers"); m_object_duckfield = GameObject.Find("Duckfield"); m_object_audio = GameObject.Find("Audio"); m_object_cameraman = GameObject.Find("Main Camera"); // Finding Components m_collision_prober = m_object_player.GetComponent<CollisionProber>(); m_scoring = m_object_player.GetComponent<Scoring>(); m_health = m_object_player.GetComponent<Health>(); m_walker = m_object_player.GetComponent<Walker>(); m_jumper = m_object_player.GetComponent<Jumper>(); m_time_helper = m_object_helpers.GetComponent<TimeHelper>(); m_screen_helper = m_object_helpers.GetComponent<ScreenHelper>(); m_duckfield = m_object_duckfield.GetComponent<DuckField>(); m_duckization = m_object_audio.GetComponent<DuckizationController>(); m_cameraman = m_object_cameraman.GetComponent<Cameraman>(); m_ig_menu = m_object_cameraman.GetComponent<IgMenu>(); }
public override Activity Tick(Actor self) { if (IsCanceled) return NextActivity; if (host != null && !host.IsInWorld) return NextActivity; health = self.TraitOrDefault<Health>(); if (health == null) return NextActivity; if (health.DamageState == DamageState.Undamaged) return NextActivity; if (remainingTicks == 0) { var repairsUnits = host.Info.Traits.Get<RepairsUnitsInfo>(); var unitCost = self.Info.Traits.Get<ValuedInfo>().Cost; var hpToRepair = repairsUnits.HpPerStep; var cost = (hpToRepair * unitCost * repairsUnits.ValuePercentage) / (health.MaxHP * 100); if (!self.Owner.PlayerActor.Trait<PlayerResources>().TakeCash(cost)) { remainingTicks = 1; return this; } self.InflictDamage(self, -hpToRepair, null); if (host != null) host.Trait<RenderBuilding>() .PlayCustomAnim(host, "active"); remainingTicks = repairsUnits.Interval; } else --remainingTicks; return this; }
void OnEnable() { m_health = GetComponent<Health> (); if (!m_health) { Debug.Log (gameObject.name); } }
protected void Start () { money = 0; controller = GetComponent<PlayerController> (); gunController = GetComponent<GunController> (); moneyText = GameObject.FindGameObjectWithTag ("money"); mText = moneyText.GetComponent<Text> (); viewCamera = Camera.main; //swordButton = GameObject.Find ("swordButton"); startRot = transform.eulerAngles; sword = GameObject.FindGameObjectWithTag ("sword"); bow = GameObject.FindGameObjectWithTag ("bow"); sword.transform.localEulerAngles = new Vector3(0,90,50); sword.transform.position = GameObject.FindGameObjectWithTag("hold").transform.position; sword.transform.SetParent(this.transform); playerHealth = 3.0; mText.text = "Money: " + money; hltScript = FindObjectOfType (typeof(Health)) as Health; hltScript.takeHeart (); }
public Bullet(Vec2 pos, Vec2 p2) { Health = new Health(0.5); Position = pos; this.p2 = p2; Velocity = Direction * Speed; }
void Start () { anim = GetComponent<Animator> (); moveAllowed = true; health = (Health)gameObject.GetComponent ("Health"); //if you start as Mabellle, which I think should be default TurnIntoNormal (); }
// Use this for initialization void Start () { blackStyle.normal.textColor = Color.black; rb2D = GetComponent<Rigidbody2D>(); labelRect = new Rect (0, 0, 100, 100); offset = new Vector2 (-5, -5); health = gameObject.GetComponent<Health> (); }
void Awake() { rb = GetComponent<Rigidbody2D> (); rb.centerOfMass = new Vector2 (0, 0); health = GetComponent<Health> (); }
void GetHealthComponent() { if (gameObject.tag == "Player"){ HealthRemainingText = GameObject.Find("CurrentHealth").GetComponent<Text>(); PlayerHealth = NetworkManager.MyPlayer.GetComponent<Health>(); } }
public CharacterBuilder WithHealth() { if (_stats == null) throw new NullReferenceException("Stats cannot be null otherwise character cannot have health"); _health = new Health((int)_stats.HealthPoints).HealthGeneration(); return this; }
public DnsRecord[] GetMatchingDnsRecords(string domainName, Health.Direct.Common.DnsResolver.DnsStandard.RecordType typeID) { DnsRecord[] records = Store.DnsRecords.Get(domainName, typeID); if (!records.IsNullOrEmpty()) { return records; } // For NS and SOA records, check if we own the question domain. if (typeID == DnsStandard.RecordType.SOA || typeID == DnsStandard.RecordType.NS) { string owningDomain = QuestionDomainToOwnedDomain(domainName); if (owningDomain == null) { return null; } records = Store.DnsRecords.Get(owningDomain, typeID); // apply the question's domain before returning the records. foreach (DnsRecord record in records) { DnsResourceRecord newRecord = record.Deserialize(); newRecord.Name = domainName; record.DomainName = domainName; record.RecordData = newRecord.Serialize(); } } return records; }
public Sell(Actor self) { health = self.TraitOrDefault<Health>(); sellableInfo = self.Info.TraitInfo<SellableInfo>(); playerResources = self.Owner.PlayerActor.Trait<PlayerResources>(); IsInterruptible = false; }
//more setup void Start() { checkpoints = GameObject.FindGameObjectsWithTag("Respawn"); health = GameObject.FindGameObjectWithTag("Player").GetComponent<Health>(); if(!health) Debug.LogError("For Checkpoint to work, the Player needs 'Health' script attached", transform); }
public ActionResult Add(Health.Areas.Prescription.Models.Prescription model) { PrescriptionContext pc = new PrescriptionContext(); HealthDB.Model.Prescription p = new HealthDB.Model.Prescription(); p.DoctorId = model.PrescribedByUserId; p.Dosage = model.Strength; p.DrugName = model.DrugName; if (model.GroupName != null) p.GroupName = model.GroupName; p.Instruction = model.Direction; p.Invoice = DateTime.Today.Year.ToString() + DateTime.Today.Month.ToString() + DateTime.Today.Day.ToString() + "_" + model.PatientUserId + "_" + model.PrescribedByUserId; p.PatientId = model.PatientUserId; p.PharmacistId = model.PharmacistUserId; p.PrescriptionTypeId = model.PrescriptionTypeId; p.Quantity = model.Quantity; p.PrescriptionStatusId = 1; pc.Prescriptions.InsertOnSubmit(p); IEnumerable<DrugName> DrugNames = from drugs in pc.DrugNames where drugs.Name == model.DrugName select drugs; if (DrugNames == null) { DrugName dn = new DrugName(); dn.Name = model.DrugName; pc.DrugNames.InsertOnSubmit(dn); } pc.SubmitChanges(); model = GetPrescription(model.PatientUserId, model.PrescribedByUserId, DateTime.Today.Year.ToString() + DateTime.Today.Month.ToString() + DateTime.Today.Day.ToString() + "_" + model.PatientUserId + "_" + model.PrescribedByUserId, model); return View(model); }
/// <summary> /// Returns health prediction on a unit. /// </summary> /// <param name="unit">The Unit</param> /// <returns>Unit's predicted health</returns> public float GetHealthPrediction(Obj_AI_Base unit) { var time = (int)((this.Delay * 1000) + (this.From.Distance(unit.ServerPosition) / this.Speed) - 100); return(Health.GetPrediction(unit, time)); }
void Update() { playerHealth.DeathCheck(); // first things first =) // game timer if (currentLives >= 0 && player != null) { time += Time.deltaTime; ui.setTime((int)time); } if (player == null) // player has died { if (currentLives > 0) { ui.ShowRespawnScreen(); if (Input.GetButtonDown("Restart")) // button space { // player respawn --> set defaults ui.HideRespawnScreen(); player = spawner.SpawnPlayer(); playerHealth = player.GetComponent <Health>(); playerControls = player.GetComponent <PlayerControls>(); currentLives--; forceField = GameObject.FindWithTag("Force_Field"); forceField.SetActive(false); ui.toggleAutoCannon(); ui.setMechs(currentLives, lives); soundManager.PlaySound("WeaponChange"); } } else { // game over ui.ShowEndScreen(score, time); } } // player controls if (Input.GetButtonDown("Autocannon")) // button 1 { playerControls.weapon = PlayerControls.Weapon.Autocannon; playerControls.weaponIndex = 0; ui.toggleAutoCannon(); soundManager.PlaySound("WeaponChange"); } else if (Input.GetButtonDown("Missiles")) // button 2 { playerControls.weapon = PlayerControls.Weapon.Missiles; playerControls.weaponIndex = 1; ui.toggleMissiles(); soundManager.PlaySound("WeaponChange"); } else if (Input.GetButtonDown("Energy beam")) // button 3 { playerControls.weapon = PlayerControls.Weapon.Beam; playerControls.weaponIndex = 2; ui.toggleBeam(); soundManager.PlaySound("WeaponChange"); } else if (Input.GetButtonDown("Shields")) // button F { if (!playerHealth.shieldsOn && playerHealth.GetCurrentPower() > 0) { playerHealth.shieldsOn = true; ui.shieldsOn(); forceField.SetActive(true); soundManager.PlaySound("ShieldsOn"); } else { playerHealth.shieldsOn = false; ui.shieldsOff(); forceField.SetActive(false); soundManager.PlaySound("ShieldsOff"); } } // heat damage is reduced over time if (playerHealth.GetCurrentHeat() > 0) { playerHealth.AddHeat(-playerHealth.heatCoolingRate * Time.deltaTime); SetHeat(playerHealth.GetCurrentHeat(), playerHealth.maxHeat); } // shields being on drains power if (playerHealth.GetCurrentPower() > 0 && playerHealth.shieldsOn) { playerHealth.ReducePower(playerHealth.heatCoolingRate * Time.deltaTime); SetPower(playerHealth.GetCurrentPower(), playerHealth.maxPower); } }
public void Show(Health health) { show = !health.IsDead(); Invoke("Delay", delay); }
private void Start() { health = GetComponent <Health>(); }
private void LookForTarget() { target = playerDetector.GetFirstDetected <Health>(); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); helth = player.GetComponent <Health>(); }
void INotifyCreated.Created(Actor self) { health = self.TraitOrDefault <Health>(); }
private void Start() { health = GetComponent <Health>(); dead = GetComponent <IDead>(); Assert.IsNotNull(dead); }
private void Start() { navMeshAgent = GetComponent <NavMeshAgent>(); health = GetComponent <Health>(); }
private IEnumerator buzz(float time) { /* Using a Raycast out the front of the Dino to detect a collision seems to work * well for forward melee attacks such as this as it prevents a weapon like the BuzzSaw * here from doing damage to dinos behind the attacker on trigger pull who may be in * range of the "capsule colliders", but are in fact behind the BuzzSaw attacker where * the attack should not affect them. Darren */ RaycastHit[] targets; bool hitOne = false; float seconds = time; DinoCollisions myCollision = GetComponent <DinoCollisions>(); myCollision.enabled = false; DinoCollisions damageColl = null; Vector3 buzzForward; while (seconds > 0) { buzzForward = transform.forward; targets = Physics.SphereCastAll(this.transform.position, ColliderRadius, buzzForward, ColliderRange); foreach (RaycastHit rayHit in targets) { if (rayHit.transform.tag == "Dino" || rayHit.transform.tag == "Ai") { damageColl = rayHit.transform.GetComponent <DinoCollisions>(); damageColl.enabled = false; if (hitOne == false) { Debug.Log(rayHit.transform.name + "Took BuzzSaw damage"); Health health = rayHit.transform.GetComponent <Health>(); health.Damage(BuzzSawDamage); } hitOne = true; break; } } if (hitOne == true) { break; } // COMMENTS: On instantaneous speed burst... /* I tried the AccelationMod from motioncontrol here and in * one other place and it didn't seem to have any effect on speed */ // motControl.AccelerationMod(BuzzSpeedFactor, duration); /* I tried several different versions of the AddForce/AddRelativeForce etc with * or without a ForceMode. The ForceMode.VelocityChange did speed up the Spino * but on collision with damagable walls this newly applied force had him bouncing * around like he's in a pinball machine, or blasting other dinos in to outerspace. So * I'm finding the rigidbody.velocity = transform.TransformDirection(Vector3.forward) * speedfactor; * method to be the best way to go for a temporary, instant speed burst. Darren */ //this.rigidbody.AddForce(buzzForward * BuzzSpeedFactor, ForceMode.VelocityChange); rigidbody.velocity = buzzForward * BuzzSpeedFactor + new Vector3(0, rigidbody.velocity.y, 0); seconds -= Time.deltaTime; yield return(null); } if (damageColl != null) { damageColl.enabled = true; } myCollision.enabled = true; hitOne = false; netanim.SetBool("Melee", false); }
private void Awake() { health = GameObject.FindGameObjectWithTag("Player").GetComponent <Health>(); healthPoints = GetComponent <Text>(); }
public RepairBuilding(Actor self, Actor target) : base(self, target) { this.target = target; health = target.Trait <Health>(); }
protected override void Draw() { if (Radar2D.Option.IsVisible) { Radar2D.Draw(Render2D, RenderSurface.Size); } foreach (Player player in _players) { if (player.IsValid() && player.Name != _localPlayer.Name) { if (Name.Option.IsVisible) { if (!Name.Option.IsOnlyEnemyVisible || Name.Option.IsOnlyEnemyVisible && _localPlayer.TeamId != player.TeamId) { Name.Draw_y(Render2D, player.Position, _localPlayer.ViewProj, new Size(1920, 1080), player.Name, player.Height, player.IsVisible, _localPlayer.TeamId == player.TeamId); } } if (Health.Option.IsVisible) { if (!Health.Option.IsOnlyEnemyVisible || Health.Option.IsOnlyEnemyVisible && _localPlayer.TeamId != player.TeamId) { Health.Draw_y(Render2D, player.Position, _localPlayer.ViewProj, new Size(1920, 1080), player.Health, player.MaxHealth, player.Height, player.IsVisible, _localPlayer.TeamId == player.TeamId); } } if (Box2D.Option.IsVisible) { if (!Box2D.Option.IsOnlyEnemyVisible || Box2D.Option.IsOnlyEnemyVisible && _localPlayer.TeamId != player.TeamId) { Box2D.Draw_y(Render2D, new Size(1920, 1080), _localPlayer.ViewProj, player.Position, player.Height, player.IsVisible, _localPlayer.TeamId == player.TeamId); } } if (Box3D.Option.IsVisible) { if (!Box3D.Option.IsOnlyEnemyVisible || Box3D.Option.IsOnlyEnemyVisible && _localPlayer.TeamId != player.TeamId) { Box3D.Draw_y(Render2D, player.BoundingBox(), player.Position, player.Yaw, _localPlayer.ViewProj, new Size(1920, 1080), player.IsVisible, _localPlayer.TeamId == player.TeamId); } } if (SnapLine.Option.IsVisible) { if (!SnapLine.Option.IsOnlyEnemyVisible || SnapLine.Option.IsOnlyEnemyVisible && _localPlayer.TeamId != player.TeamId) { SnapLine.Draw_y(Render2D, player.Position, _localPlayer.ViewProj, RenderSurface.Size, player.IsVisible, _localPlayer.TeamId == player.TeamId); } } if (Radar2D.Option.IsVisible) { if (!Radar2D.Option.IsOnlyEnemyVisible || Radar2D.Option.IsOnlyEnemyVisible && _localPlayer.TeamId != player.TeamId) { Radar2D.DrawPlayer(Render2D, player.Position, _localPlayer.Position, RenderSurface.Size, _localPlayer.Yaw, player.IsVisible, _localPlayer.TeamId == player.TeamId); if (Radar2D.Option.IsVisibleName) { Radar2D.DrawName(Render2D, player.Position, _localPlayer.Position, RenderSurface.Size, player.Name, _localPlayer.Yaw, player.IsVisible, _localPlayer.TeamId == player.TeamId); } } } if (CrosshairRadar.Option.IsVisible) { if (!CrosshairRadar.Option.IsOnlyEnemyVisible || CrosshairRadar.Option.IsOnlyEnemyVisible && _localPlayer.TeamId != player.TeamId) { CrosshairRadar.DrawPlayer(Render2D, player.Position, _localPlayer.Position, RenderSurface.Size, _localPlayer.Yaw, player.IsVisible, _localPlayer.TeamId == player.TeamId); if (CrosshairRadar.Option.IsVisibleName) { CrosshairRadar.DrawName(Render2D, player.Position, _localPlayer.Position, RenderSurface.Size, player.Name, _localPlayer.Yaw, player.IsVisible, _localPlayer.TeamId == player.TeamId); } } } if (DisplayRadar.Option.IsVisible) { if (!DisplayRadar.Option.IsOnlyEnemyVisible || DisplayRadar.Option.IsOnlyEnemyVisible && _localPlayer.TeamId != player.TeamId) { DisplayRadar.DrawPlayer(Render2D, player.Position, _localPlayer.Position, RenderSurface.Size, _localPlayer.Yaw, player.IsVisible, _localPlayer.TeamId == player.TeamId); } } } } if (Crosshair.Option.IsVisible) { Crosshair.Draw(Render2D, RenderSurface.Size); } }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <Health> (); enemyHealth = GetComponent <Health>(); }
public void DealDamage() { GameObject hgo = new GameObject("Health"); Health h = hgo.AddComponent <Health>(); Vector3 res; // Basic, and return values. h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(100f, 0f); Assert.AreEqual(100f, h.CurrentHealth); Assert.AreEqual(100f * Health.ARMOUR_RESISTANCE, h.CurrentArmour); Assert.AreEqual(new Vector3(0f, 100f * Health.ARMOUR_RESISTANCE, 0f), res); h.Reset(100f, 100f, 100f, 0f); res = h.DealDamage(100f, 0f); Assert.AreEqual(0f, h.CurrentHealth); Assert.AreEqual(0f, h.CurrentArmour); Assert.AreEqual(new Vector3(100f, 0f, 0f), res); h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(200f, 0f); Assert.AreEqual(100f, h.CurrentHealth); Assert.AreEqual(0f, h.CurrentArmour); Assert.AreEqual(new Vector3(0f, 200f * Health.ARMOUR_RESISTANCE, 0f), res); h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(250f, 0f); Assert.AreEqual(50f, h.CurrentHealth); Assert.AreEqual(0f, h.CurrentArmour); Assert.AreEqual(new Vector3(50f, 100f, 0f), res); h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(300f, 0f); Assert.AreEqual(0f, h.CurrentHealth); Assert.AreEqual(0f, h.CurrentArmour); Assert.AreEqual(new Vector3(100f, 100f, 0f), res); h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(350f, 0f); Assert.AreEqual(0f, h.CurrentHealth); Assert.AreEqual(0f, h.CurrentArmour); Assert.AreEqual(new Vector3(100f, 100f, 50f), res); h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(0f, 0f); Assert.AreEqual(100f, h.CurrentHealth); Assert.AreEqual(100f, h.CurrentArmour); Assert.AreEqual(new Vector3(0f, 0f, 0f), res); // Using armour pen. h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(100f, 1f); Assert.AreEqual(0f, h.CurrentHealth); Assert.AreEqual(100f, h.CurrentArmour); Assert.AreEqual(new Vector3(100f, 0f, 0f), res); h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(175f, 1f); Assert.AreEqual(0f, h.CurrentHealth); Assert.AreEqual(100f, h.CurrentArmour); Assert.AreEqual(new Vector3(100f, 0f, 75f), res); h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(0f, 1f); Assert.AreEqual(100f, h.CurrentHealth); Assert.AreEqual(100f, h.CurrentArmour); Assert.AreEqual(new Vector3(0f, 0f, 0f), res); h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(100f, 0.5f); Assert.AreEqual(50f, h.CurrentHealth); Assert.AreEqual(100f - 50f * Health.ARMOUR_RESISTANCE, h.CurrentArmour); Assert.AreEqual(new Vector3(50f, 50f * Health.ARMOUR_RESISTANCE, 0f), res); h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(100f, 0.25f); Assert.AreEqual(75f, h.CurrentHealth); Assert.AreEqual(100f - 75f * Health.ARMOUR_RESISTANCE, h.CurrentArmour); Assert.AreEqual(new Vector3(25f, 75f * Health.ARMOUR_RESISTANCE, 0f), res); for (float i = 0; i < 100f; i++) { for (int j = 0; j <= 20; j++) { float p = j / 20f; h.Reset(100f, 100f, 100f, 100f); res = h.DealDamage(i, p); float exArmour = 100f - i * (1f - p) * Health.ARMOUR_RESISTANCE; float exHealth = 100f - (i * p); Assert.AreEqual(exHealth, h.CurrentHealth, 0.01f, "Health - Using damage {0} and pen {1}", i, p); Assert.AreEqual(exArmour, h.CurrentArmour, 0.01f, "Armour - Using damage {0} and pen {1}", i, p); Assert.AreEqual(100f - exHealth, res.x, 0.01f); Assert.AreEqual(100f - exArmour, res.y, 0.01f); Assert.AreEqual(0f, res.z, 0.01f); } } }
public async Task <IActionResult> UpdateHealth([FromRoute] string id, [FromBody] Health health) => await UpdateRpgModel(id, Builders <FiveEModel> .Update.Set(sheet => sheet.Health, health), health);
private void Start() { m_Rigidbody2D = GetComponent <Rigidbody2D>(); m_Health = GetComponent <Health>(); }
// Use this for initialization void Start() { rigidbody2D = GetComponent <Rigidbody2D>(); collider2D = GetComponent <Collider2D>(); healthScript = GetComponent <Health>(); }
void Awake() { spaceship = GetComponent <Rigidbody2D> (); normalMovement = GetComponent <SpaceshipMovement> (); healthSystem = GetComponent <Health> (); }
/// <summary> /// Called when a health has exited the effect. /// </summary> /// <param name="toAffect">The health to be affected.</param> /// <param name="inWorld">The WorldEffectInWorld which holds additional data.</param> public virtual void OnExit(Health toAffect, WorldEffectInWorld inWorld) { }
void Start() { healthBar = GetComponent <Slider>(); playerHealth = GameObject.FindObjectOfType <Health>(); }
void Start() { health = GetComponent <Health>(); health.onDeath += Health_onDeath; health.onDamage += Health_onDamage; }
void Start() { playerLove = this.GetComponent <Health> (); }
private void OnTriggerEnter2D(Collider2D collision) { // Destroy bullet if it hits a wall if (collision.gameObject.layer == 12) { Destroy(this.gameObject); return; } // Make sure required variables are here Team targetTeam = collision.gameObject.GetComponent <Team>(); Team bulletTeam = this.GetComponent <Team>(); Health targetHealth = collision.gameObject.GetComponent <Health>(); if (bulletTeam == null || targetTeam == null || targetHealth == null) { return; } // Make sure enemy bullets dont hit enemies and player bullets dont hit players if (targetTeam.TeamID != bulletTeam.TeamID) { // Layer 8 is enemies so this checks if the bullet hit an enemy if (collision.gameObject.layer == 8) { // Check the bullet hit a red dude as thet are the ONLY ONE we can attack if (collision.gameObject.GetComponent <CommanderEnemy>() != null && bulletTeam.TeamID != TeamIDs.Turret && collision.gameObject.GetComponent <Invincible>() == null) { collision.gameObject.GetComponent <Health>().Amount -= Damage; GameObject.Find("GameManager").GetComponent <ScoreCounter>().Score++; } else if (collision.gameObject.GetComponent <StatueEnemy>() != null && bulletTeam.TeamID == TeamIDs.Turret && collision.gameObject.GetComponent <Invincible>() == null) { // Comment this out to disable turret bullets killing statues collision.gameObject.GetComponent <Health>().Amount -= Damage; Destroy(this.gameObject); // Comment above to disable turret bullets killing statues return; } if (collision.gameObject.GetComponent <CommanderEnemy>() != null && bulletTeam.TeamID == TeamIDs.Turret) { return; } } // Check if we hit player head collision box else { // Dont deal damage if we are invincible if (collision.gameObject.GetComponent <Invincible>() == null) { collision.gameObject.GetComponent <Health>().Amount -= Damage; // Give temporary invincibility after being hit Invincible invincible = collision.gameObject.AddComponent <Invincible>(); invincible.Duration = InvulnerabilityDuration; // Flash the sprite red to show we got hit if (collision.gameObject.GetComponent <FlashSpriteRed>() == null) { FlashSpriteRed flashRed = collision.gameObject.AddComponent <FlashSpriteRed>(); flashRed.Duration = 0.5f; flashRed.startColor = new Color(1, 0, 0, 0.125f); flashRed.targetColor = new Color(1, 0, 0, 1f); } collision.gameObject.GetComponent <Health>().PlayPainSound(); } } Destroy(this.gameObject); } }
public void Attack(CombatTarget combatTarget) { GetComponent <ActionScheduler>().StartAction(this); target = combatTarget.GetComponent <Health>(); }
// Use this for initialization void Start() { myHealth = GetComponent <Health>(); }
public RepairableBuilding(Actor self, RepairableBuildingInfo info) { Health = self.Trait <Health>(); Info = info; }
// Use this for initialization public void Start() { health = GetComponent <Health>(); anim = GetComponentInChildren <Animator>(); body = GetComponent <Rigidbody2D>(); }
private void Start() { playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <Health>(); // доступ к скрипту Health игрок Player healthBar = GetComponent <Slider>(); }
public void Cancel() { StopAttack(); target = null; }