private void HandleHeroDeath(RunTimeHeroData hero) { if (hero.isEnemy) { HeroKilledScore += hero.valScore; } TotalScore = CalculeTotalScore(); }
private int CountHeroSurvivedScore() { int score = 0; GameObject[] herosInGame = GameObject.FindGameObjectsWithTag("Hero"); foreach (GameObject hero in herosInGame) { RunTimeHeroData heroData = hero.GetComponent <RunTimeHeroData>(); if (!heroData.isEnemy) { score += heroData.valScore; } } return(score); }
void Start() { switch (transform.parent.tag) { case ("Troop"): RunTimeTroopData troopData = GetComponentInParent <RunTimeTroopData>(); attackDistance = troopData.attackDistance; break; case ("Hero"): RunTimeHeroData heroData = GetComponentInParent <RunTimeHeroData>(); attackDistance = heroData.valAttackDistance; break; } battleCollider = GetComponent <CircleCollider2D>(); battleCollider.radius = Mathf.Log10(attackDistance + detectionIncreasedDistance); }
void Start() { switch (transform.parent.tag) { case ("Troop"): RunTimeTroopData troopData = GetComponentInParent <RunTimeTroopData>(); isEnemy = troopData.isEnemy; break; case ("Tower"): RunTimeTowerData towerData = GetComponentInParent <RunTimeTowerData>(); isEnemy = towerData.isEnemy; break; case ("Hero"): RunTimeHeroData heroData = GetComponentInParent <RunTimeHeroData>(); isEnemy = heroData.isEnemy; break; case ("Core"): RunTimeCoreData coreData = GetComponentInParent <RunTimeCoreData>(); isEnemy = coreData.isEnemy; break; } if (isEnemy) { gameObject.layer = 11; } else { gameObject.layer = 12; } }
private void HandleHeroDeathVerification(RunTimeHeroData heroDead) { gameEndEvent.Raise(); if (phaseData.idtPhaseType == PhaseObjectives.ATTACK) { if (!heroDead.isEnemy) { Debug.Log("Player falhou ao comandar o ataque das tropas"); playerLooseEvent.Raise(); } } else if (phaseData.idtPhaseType == PhaseObjectives.DEFEND) { if (heroDead.isEnemy) { Debug.Log("Player teve sucesso em derrotar o comandante atacante"); playerWinEvent.Raise(); } } PauseGame(); }
private void Start() { heroData = GetComponent <RunTimeHeroData>(); Health = heroData.valHp; }
private void OnHeroDeath(RunTimeHeroData hero) { Transform heroTransform = hero.GameObject.transform; HandleEnemyLeavedAttackRadio(heroTransform); }