public void Initialize(float dmg, float hp) { poison.SetActive(_ispoisoned); attack = dmg; health = hp; _maxHealth = health; ultimateChargeStart = _ultimateCharge; characterSound = GetComponent <ICharacterSound>(); }
private void Start() { //stateMachine = new StateMachine(); //stateMachine.ChangeState(new MoveState(this)); audioSource = GetComponent <AudioSource>(); audioManager = ServiceLocator.Get <AudioManager>(); CooltimeBar.fillAmount = 0; enemyAbilities = GetComponent <IEnemyAbilities>(); characterSound = GetComponent <ICharacterSound>(); animator = GetComponent <Animator>(); }
public void ResetPlayer() { if (animator) { animator.SetBool("Dead", false); } isAlive = true; poison.SetActive(false); _maxHealth = health; ultimateChargeStart = _ultimateCharge; characterSound = GetComponent <ICharacterSound>(); }
private void Start() { characterSound = GetComponent <ICharacterSound>(); VariableLoader variableLoader = ServiceLocator.Get <VariableLoader>(); if (variableLoader.useGoogleSheets) { health = variableLoader.BarriacdeStats["Health"]; _MaxHealth = variableLoader.BarriacdeStats["Health"]; // _barricadeBuildTime = variableLoader.BarriacdeStats["BuildTime"]; } /////////// Upgrades - Improved Barricades /////////// int level = ServiceLocator.Get <GameManager>().upgradeLevelsDictionary[UpgradeMenu.Upgrade.ImprovedBarricades]; UpgradesIdentifier upgradesIdentifier = ModelManager.UpgradesModel.GetUpgradeEnum(UpgradeMenu.Upgrade.ImprovedBarricades, level); if (level >= 1 && ServiceLocator.Get <GameManager>().upgradeEnabled[UpgradeMenu.Upgrade.ImprovedBarricades]) { health += ModelManager.UpgradesModel.GetRecord(upgradesIdentifier).ModifierValue; } healthBarGO.transform.rotation = Quaternion.LookRotation(-Camera.main.transform.forward, Camera.main.transform.up); }
private void Start() { characterSound = GetComponent <ICharacterSound>(); lockCoolTimeImage.gameObject.SetActive(false); VariableLoader variableLoader = ServiceLocator.Get <VariableLoader>(); if (variableLoader.useGoogleSheets) { baseBarricadeCost = variableLoader.BarriacdeStats["TrashCost"]; spawnCoolDownTime = variableLoader.BarriacdeStats["CooldownTime"]; } ServiceLocator.Get <GameManager>().barricadeSpawner = this; /////////// Upgrades - Barricade Spawn Rate Improved /////////// int level = ServiceLocator.Get <GameManager>().upgradeLevelsDictionary[UpgradeMenu.Upgrade.BarricadeSpawnRate]; spawnCoolDownBeforeUpgrade = spawnCoolDownTime; UpgradesIdentifier upgradesIdentifier = ModelManager.UpgradesModel.GetUpgradeEnum(UpgradeMenu.Upgrade.BarricadeSpawnRate, level); if (level >= 1) { spawnCoolDownTime -= ModelManager.UpgradesModel.GetRecord(upgradesIdentifier).ModifierValue; spawnCoolDownAfterUpgrade = spawnCoolDownTime; } /////////// Upgrades - Barricade Reduction Cost Upgrade /////////// int barricadeLevel = ServiceLocator.Get <GameManager>().upgradeLevelsDictionary[UpgradeMenu.Upgrade.BarricadeReductionCost]; upgradesIdentifier = ModelManager.UpgradesModel.GetUpgradeEnum(UpgradeMenu.Upgrade.BarricadeReductionCost, barricadeLevel); costBeforeUpgrade = baseBarricadeCost; if (barricadeLevel >= 1) { baseBarricadeCost -= ModelManager.UpgradesModel.GetRecord(upgradesIdentifier).ModifierValue; costAfterUpgrade = baseBarricadeCost; } signifier.transform.rotation = Quaternion.LookRotation(Camera.main.transform.forward, Camera.main.transform.up); }
private void Awake() { _MaxHealth = health; characterSound = GetComponent <ICharacterSound>(); }