void Update() { if (action != menuOptions.None)//execute the action by activating and deactivating the UIs { Atack.atacando = true; Atack.atack(action, atackScript.enemyCor, atackScript.cor); action = menuOptions.None; } if (atackScript.enemyCor.Ps <= 0 && contador <= 4) { BattleController.active = false; end1.SetActive(true); contador += Time.deltaTime; } if (atackScript.cor.Ps <= 0 && contador <= 4) { BattleController.active = false; //falta cambiar el pokemon y que te ataquen end2.SetActive(true); contador += Time.deltaTime; } if (contador > 4) { //Debug.Log("maaarmotaMediterranea"); controllerCoremon.applyExpRewardExp(atackScript.cor, atackScript.enemyCor); SceneController.loadOverworld(); } if (Atack.atacando) { action = menu.getActions(); //Calling the menu controller to open the menu and get an action } //Do stuff according to the actions received }
void TakePureDamage(Atack atack) // Чистый урон урон { Health -= atack.Damage * ((100 - Armor) / 100); if (Health <= 0) { Death(); } }
void TakePhysicalDamage(Atack atack) // Физический урон { Health -= atack.Damage * ((100 - Armor) / 100); if (Health <= 0) { Death(); } }
void TakeMagicDamage(Atack atack) // магический урон { Health -= atack.Damage * ((100 - Resist) / 100); if (Health <= 0) { Death(); } }
private void Start() { anim = GetComponent <Animator>(); atack = GetComponent <Atack>(); //agent = GetComponent<NavMeshAgent>(); agentCustom = GetComponent <MoveSimpleIA>(); setListWayPoints(); }
void Start() { atackScript = GameObject.Find("Batalla").GetComponent <Atack>(); at1Text = transform.GetChild(0).GetComponent <Text>(); at2Text = transform.GetChild(1).GetComponent <Text>(); at3Text = transform.GetChild(2).GetComponent <Text>(); at4Text = transform.GetChild(3).GetComponent <Text>(); }
private void Start() { Time.timeScale = 1.0f; SetWeapon(); weaponImage = GameObject.Find("WeaponSprite").GetComponent <Image>(); atack = GetComponentInChildren <Atack>(); _stats = GetComponent <PlayerStats>(); _animator = gameObject.GetComponent <Animator>(); }
private void Start() { menu = gameObject.GetComponent <AtackController>(); //Initializing menu controller script atackScript = transform.parent.gameObject.GetComponent <Atack>(); controllerCoremon = GameObject.Find("Batalla").GetComponent <CoremonController>(); end1.SetActive(false); end2.SetActive(false); contador = 0f; }
private void OnTriggerEnter2D(Collider2D collision) { Creature creature = collision.GetComponent <Creature>(); if (creature != null) { Atack atack = new Atack(Sender, creature, DamageType, dmg); creature.TakeDamage(atack); } Destroy(gameObject); }
void Start() { textOp1 = transform.Find("Option1").gameObject; textOp2 = transform.Find("Option2").gameObject; pointer = transform.Find("TeamPointerMaster").gameObject.GetComponent <TeamPointerMaster>(); atackScript = GameObject.Find("Batalla").GetComponent <Atack>(); menu = gameObject; setOptions(); }
public float MoveSpeed; // //Методы со временем нужно расширить чтобы получать больше сведений от того кто наносит урон и урон какого типа. public void TakeDamage(Atack atack) // Определяям какой урон { if (atack.type == 1) { TakePureDamage(atack); } else { if (atack.type == 2) { TakePhysicalDamage(atack); } else { TakeMagicDamage(atack); } } }
private void Awake() { Batalla = GameObject.Find("Batalla"); atackScript = Batalla.GetComponent <Atack>(); controller = Batalla.GetComponent <CoremonController>(); cor = transform.GetChild(0).gameObject; enemyCor = transform.GetChild(1).gameObject; corUI = transform.GetChild(2).gameObject; enemyCorUI = transform.GetChild(3).gameObject; corUIInfo = corUI.GetComponent <CoremonUI>(); enemtCorUIInfo = enemyCorUI.GetComponent <CoremonUI>(); corScale = cor.GetComponent <RectTransform>().localScale; corScale = new Vector3(corScale.x * -1, corScale.y, corScale.z); cor.GetComponent <RectTransform>().localScale = corScale; }
//Two_Hand weapon public Item(int id, string item_name, int cost, int Type, Sprite Sprite, Sprite Inventory_Sprite, float DMG, Atack atack, float Armor = 0, float Resist = 0, int Strength_bonus = 0, int Agility_bonus = 0, int Intelligence_bonus = 0, int Strength_require = 0, int Agility_require = 0, int Intelligence_require = 0) { this.Id = id; this.Item_name = item_name; this.Cost = cost; this.Type = Type; this.Sprite = Sprite; this.Armor = Armor; this.Damage = DMG; this.Resist = Resist; this.Strength_bonus = Strength_bonus; this.Agility_bonus = Agility_bonus; this.Intelligence_bonus = Intelligence_bonus; this.Strength_require = Strength_require; this.Agility_require = Agility_require; this.Intelligence_require = Intelligence_require; this.MaxStack = 1; this.NowInStack = 1; this.projectile = null; this.Inventory_Sprite = Inventory_Sprite; Main = atack; }
IEnumerator Turnos() { esperando = true; yield return(new WaitForSeconds(2f - velocidade)); //dando um tempo if (phase == 1) //heroi turn -------------------------------------------- 1 { animLenhador.SetInteger("Walk", 1); animLenhador.SetInteger("Estado", 4); yield return(new WaitForSeconds(2f)); //tempo para andar animLenhador.SetInteger("Estado", 0); Atack.SetActive(true); presPermision = true; //print ("Click"); yield return(new WaitForSeconds(2f - velocidade)); //verificação e tempo do QTE Atack.SetActive(false); if (presPos == true) { animLenhador.SetInteger("Estado", Random.Range(1, 3)); vida_Lobo -= 1; animLobo.SetInteger("Estado", 5); Perder_Vida(ShowVidaLobo, vida_Lobo, 6); if (velocidade < 1.5f) { velocidade += 0.3f; } } Reset_Press(); yield return(new WaitForSeconds(2f)); //tempo animação de ataque animLenhador.SetInteger("Estado", 0); animLobo.SetInteger("Estado", 0); yield return(new WaitForSeconds(.5f)); //tempo do reset das anim animLenhador.SetInteger("Walk", 0); animLenhador.SetInteger("Estado", 4); } if (phase == 2) //vilao turn -------------------------------------------- 2 { animLobo.SetInteger("Walk", 1); animLobo.SetInteger("Estado", 4); yield return(new WaitForSeconds(2f)); //tempo para andar animLobo.SetInteger("Estado", 0); Defesa.SetActive(true); presPermision = true; //print ("Click"); yield return(new WaitForSeconds(2f - velocidade)); //verificação e tempo do QTE animLobo.SetInteger("Estado", 1); Defesa.SetActive(false); if (presNeg == false) { vida_Lenhador -= 1; animLenhador.SetInteger("Estado", 5); Perder_Vida(ShowVidaLenhador, vida_Lenhador, 3); } else { animLenhador.SetInteger("Estado", 3); } Reset_Press(); yield return(new WaitForSeconds(2f)); //tempo animação de ataque animLenhador.SetInteger("Estado", 0); animLobo.SetInteger("Estado", 0); yield return(new WaitForSeconds(.5f)); //tempo do reset das anim animLobo.SetInteger("Walk", 0); animLobo.SetInteger("Estado", 4); } yield return(new WaitForSeconds(2f)); // tempo para voltar animLenhador.SetInteger("Estado", 0); animLobo.SetInteger("Estado", 0); esperando = false; if (phase == 2) { phase = 0; } phase++; }
void Update() { if (JoyStick_detection.isJoyConnect == true) { Atack.GetComponentInChildren <Text> ().text = "B"; Defesa.GetComponentInChildren <Text> ().text = "X"; } else { Atack.GetComponentInChildren <Text> ().text = "D"; Defesa.GetComponentInChildren <Text> ().text = "A"; } //camera Vector3 centerPos = Vector3.Lerp(Lenhador.transform.position, Lobo.transform.position, 0.5f); Camera.main.transform.position = new Vector3(centerPos.x, -2f, -10); if (axisDown == false && presPermision == true) { //positivo - Ataque if (Input.GetAxisRaw("QuickTime") > 0) { axisDown = true; presNeg = false; presPos = true; presPermision = false; } //negativo - Defesa if (Input.GetAxisRaw("QuickTime") < 0) { axisDown = true; presNeg = true; presPos = false; presPermision = false; } } if (Input.GetAxisRaw("QuickTime") == 0) { axisDown = false; } //QTE - Quick Time Event if (vida_Lobo == 0) { StartCoroutine(Ending_Fight(animLobo, "Vitoria")); } else if (vida_Lenhador == 0) { StartCoroutine(Ending_Fight(animLenhador, "Death")); } else if (esperando == false) { StartCoroutine(Turnos()); } //print("N " + presNeg); print("P " + presPos); print ("Velocidade: " + (2f - velocidade)); }