Esempio n. 1
0
    private void OnDamaged(DAMAGED_TYPE damagedType)
    {
        switch (damagedType)
        {
        case DAMAGED_TYPE.FALLING_GROUND:
            Vibration.Vibrate(5);
            CameraShake_Rot(3);
            break;

        case DAMAGED_TYPE.EARTH_QUAKE:
            // Already Shake at Trap pattern
            break;

        default:
            Vibration.Vibrate(3);
            CameraShake_Rot(1);
            break;
        }
    }
Esempio n. 2
0
    public void OnDamaged(DAMAGED_TYPE damageType)
    {
        SetAirTimeFinish();
        playerStatus.CurrentHP -= GameStatics.GetDamagePoints(damageType);
        playerController.ShowDamageText(GameStatics.GetDamagePoints(damageType));
        switch (damageType)
        {
        case DAMAGED_TYPE.SPIKE:
            TopMostControl.Instance().StartGlobalLightEffect(Color.red, 1f, 0.2f);
            SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall].clip);
            break;

        case DAMAGED_TYPE.FALLING_GROUND:
            TopMostControl.Instance().StartGlobalLightEffect(Color.red, 2f, 0.4f);
            SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_fallGround], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_fallGround].clip);
            break;

        case DAMAGED_TYPE.PROJECTILE_SHOOTER1:
            TopMostControl.Instance().StartGlobalLightEffect(Color.red, 1f, 0.2f);
            SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall].clip);
            break;

        case DAMAGED_TYPE.PROJECTILE_SHOOTER2:
            TopMostControl.Instance().StartGlobalLightEffect(Color.red, 1f, 0.2f);
            SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall].clip);
            break;

        case DAMAGED_TYPE.EARTH_QUAKE:
            TopMostControl.Instance().StartGlobalLightEffect(Color.red, 2f, 0.4f);
            SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_fallGround], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_fallGround].clip);
            break;

        default:
            break;
        }

        if (onDamaged != null)
        {
            onDamaged(damageType);
        }
    }
Esempio n. 3
0
    public static int GetDamagePoints(DAMAGED_TYPE damageType)
    {
        switch (damageType)
        {
        case DAMAGED_TYPE.SPIKE:
            return(DAMAGE_BASIC_SPIKE);

        case DAMAGED_TYPE.PROJECTILE_SHOOTER1:
            return(DAMAGE_PROJECTILE1);

        case DAMAGED_TYPE.PROJECTILE_SHOOTER2:
            return(DAMAGE_PROJECTIlE2);

        case DAMAGED_TYPE.EARTH_QUAKE:
        case DAMAGED_TYPE.FALLING_GROUND:
            return(PlayerManager.Instance().PlayerStatus.MaxHP / 4);

        default:
            return(0);
        }
    }