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();
        }
Esempio n. 3
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 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);
             }
         }
     }
 }
Esempio n. 4
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        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);
                    }
                }
            }
        }
Esempio n. 5
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        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();
 }