public void EquipWeapon(InventoryItem weapon) { Global.Instance.EquippedWeapon = weapon; InventoryItemWeaponSpec spec = null; if (weapon != null) { spec = weapon.Spec as InventoryItemWeaponSpec; } mPlayer.SetWeapon(spec); }
void ApplyWeaponToCharacter(Character character, InventoryItemWeaponSpec weapon, long damage) { // FIXME: miss if (!IsPlayerCharacter(character)) { character.GetComponent <Enemy>().ApplyDamage(damage); } else { AdjustHealth(-damage); if (Health <= 0) { Global.Instance.LoadScene("Lose"); } } }
public void Randomize() { mCharacter = GetComponent <Character>(); mCharacter.SetAnimation(Character.Animation.Run); mCharacter.SetRandomVisual(); mCharacter.LifeBarContainer.SetActive(true); transform.position = mCharacter.OriginalPosition + new Vector3(7.0f, 0.0f, 0.0f); mCharacter.RootVisual.transform.eulerAngles = new Vector3(0.0f, 90.0f, 0.0f); mAppearing = true; // FIXME mWeapon = WeaponGroups.SelectRandom(WeaponGroups.Group1); mCharacter.SetWeapon(mWeapon.Weapon); long health = Random.Range(25, 40 + 1) * 2;// * mGameController.MaxHealth / 100; Debug.Log($"Enemy health: {health}"); MaxHealth = health; mAnimatedHealth = health; mTargetHealth = health; mVisibleHealth = -1; mDead = 0; }
public void SetWeapon(InventoryItemWeaponSpec weapon) { mCharacter.SetWeapon(weapon != null ? weapon.Weapon : Weapon.Visual.None); }