public void PlayDamageTaken(CharacterSystem.CharacterValues character) { spellAudio.loop = false; spellAudio.clip = character.takeDamageSound; spellAudio.Play(); }
public void PlayMovementStartLoop(CharacterSystem.CharacterValues character) { moveAudio.loop = true; moveAudio.clip = character.walkSoundLoop; moveAudio.Play(); }
public void RemoveBlock(CharacterSystem.CharacterValues character) { foreach (GameObject block in blocks) { if (block.GetComponent <BlockInfo>().character) { if (block.GetComponent <BlockInfo>().character == character) { block.SetActive(false); } } } }
public void MoveArrow(CharacterSystem.CharacterValues character) { DisableArrows(); foreach (GameObject block in blocks) { if (block.GetComponent <BlockInfo>().character) { if (block.GetComponent <BlockInfo>().character == character) { block.GetComponent <BlockInfo>().arrow.gameObject.SetActive(true); } } } }
public void DamageText(CharacterSystem.CharacterValues target, int damage) { GameObject hit = hitTextPrefab; hit.transform.position = new Vector3(target.currentTile.x, 0, target.currentTile.z) + offset; hit.GetComponent <TextMesh>().text = "" + damage; if (damage < 0) { hit.GetComponent <TextMesh>().color = damageColor; } else if (damage > 0) { hit.GetComponent <TextMesh>().color = healColor; } else if (damage == 0) { hit.GetComponent <TextMesh>().color = zeroColor; } Instantiate(hit, hit.transform.position, hit.transform.rotation); }
public void PlayAttack(CharacterSystem.CharacterValues character) { moveAudio.loop = false; moveAudio.clip = character.attackSound; moveAudio.Play(); }