public void BeActack() { HP--; HP = Mathf.Max(HP, 0); PlayerPrefs.SetInt("currentHp", HP); if (HP > 0) { isFainting = true; SetActive(false); colliderBody.enabled = false; IsPressJump = false; timePressJump = 0; animator.SetBool("IsFainting", true); if (cloneEffectFLash == null) { cloneEffectFLash = GameObject.Instantiate(effectPlash); cloneEffectFLash.SetTimeMax(2); cloneEffectFLash.SetSpriteRender(this.gameObject.GetComponent <SpriteRenderer>()); cloneEffectFLash.Active(); } } if (HP == 0) { Die(); } }
public static EffectFlash CreateObject() { //var obj = new GameObject("EffectFlash"); //obj.transform.SetParent(ResourceInformation.Effect.transform, false); //EffectFlash d = obj.AddComponent<EffectFlash>(); //d.Parent = obj; EffectFlash d = GetGameObject<EffectFlash>(false, "EffectFlash", ResourceInformation.Effect.transform); d.so = Camera.main.GetComponent<ScreenOverlay>(); return d; }
private void OnTriggerEnter2D(Collider2D collision) { if (cloneEffectFLash == null && collision.gameObject.layer.ToString() == "11") //skill { HP--; if (HP == 0) { selfDestruct = GameObject.Instantiate(selfDestruct); selfDestruct.transform.position = this.gameObject.transform.position; GameObject.Destroy(this.gameObject); } if (HP > 0) { cloneEffectFLash = GameObject.Instantiate(effectPlash); cloneEffectFLash.SetTimeMax(2); cloneEffectFLash.SetSpriteRender(this.gameObject.GetComponent <SpriteRenderer>()); cloneEffectFLash.Active(); } } }
/// <summary> /// 奏でる /// </summary> public override bool Melody(ManageDungeon dun, PlayerCharacter player) { BaseCharacter[] targets; player.AttackInfo.Initialize(); //音を鳴らす player.AttackInfo.AddVoice(VoiceInformation.VoiceType.Sing); switch (MType) { //放電 case MelodyType.Electric: //サウンドを鳴らす player.AttackInfo.AddSound(SoundInformation.SoundType.ElectricMelody); const int ElectricDamage = 20; int damage = ElectricDamage + Mathf.FloorToInt(player.BaseAttack); //エフェクト player.AttackInfo.AddEffect(EffectSpark.CreateObject(player)); //メッセージ player.AttackInfo.AddMessage( string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage)); //部屋の中のキャラクターを取得 targets = dun.GetRoomCharacters(player); //全員にダメージ foreach (BaseCharacter c in targets) { AttackState atState = c.AddDamage(damage); //ダメージエフェクト EffectDamage d = EffectDamage.CreateObject(c); d.SetText(damage.ToString(), AttackState.Hit); player.AttackInfo.AddEffect(d); //ヒットメッセージ player.AttackInfo.AddMessage( c.GetMessageAttackHit(damage)); //対象が死亡したら if (atState == AttackState.Death) { player.AttackInfo.AddKillList(c); player.AttackInfo.AddMessage( c.GetMessageDeath(c.HaveExperience)); player.Death(c, player.AttackInfo); } } break; //狂乱 case MelodyType.Confusion: //サウンドを鳴らす player.AttackInfo.AddSound(SoundInformation.SoundType.Smoke); //メッセージ player.AttackInfo.AddMessage( string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage)); //部屋の中のキャラクターを取得 targets = dun.GetRoomCharacters(player); //全員を混乱 foreach (BaseCharacter c in targets) { //対象に混乱を付与 int result = c.AddStateAbnormal((int)StateAbnormal.Confusion); //対象が混乱になったらメッセージを表示 if (result != 0) { player.AttackInfo.AddEffect(EffectSmoke.CreateObject(c)); player.AttackInfo.AddMessage( CommonFunction.GetAbnormalMessage(StateAbnormal.Confusion, c)); } } break; //まどろみ case MelodyType.Sleep: //サウンドを鳴らす player.AttackInfo.AddSound(SoundInformation.SoundType.Smoke); //メッセージ player.AttackInfo.AddMessage( string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage)); //部屋の中のキャラクターを取得 targets = dun.GetRoomCharacters(player); //全員を睡眠 foreach (BaseCharacter c in targets) { //対象に睡眠を付与 int result = c.AddStateAbnormal((int)StateAbnormal.Sleep); //対象が睡眠になったらメッセージを表示 if (result != 0) { player.AttackInfo.AddEffect(EffectSmoke.CreateObject(c)); player.AttackInfo.AddMessage( CommonFunction.GetAbnormalMessage(StateAbnormal.Sleep, c)); } } break; //無秩序 case MelodyType.Anarchy: //サウンドを鳴らす player.AttackInfo.AddSound(SoundInformation.SoundType.Smoke); //メッセージ player.AttackInfo.AddMessage(string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage)); //部屋の中のキャラクターを取得 targets = dun.GetRoomCharacters(player); //全員をデコイ foreach (BaseCharacter c in targets) { //対象にデコイを付与 int result = c.AddStateAbnormal((int)StateAbnormal.Decoy); //対象がデコイになったらメッセージを表示 if (result != 0) { player.AttackInfo.AddEffect(EffectSmoke.CreateObject(c)); player.AttackInfo.AddMessage( CommonFunction.GetAbnormalMessage(StateAbnormal.Decoy, c)); } } break; //薄ら日 case MelodyType.Light: //エフェクト player.AttackInfo.AddEffect(EffectFlash.CreateObject()); //サウンドを鳴らす player.AttackInfo.AddSound(SoundInformation.SoundType.Smoke); //メッセージ player.AttackInfo.AddMessage(string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage)); dun.IsVisible = true; dun.IsEnemyVisible = true; dun.IsItemVisible = true; dun.IsTrapVisible = true; break; //角笛 case MelodyType.Horn: //サウンドを鳴らす player.AttackInfo.AddSound(SoundInformation.SoundType.Summon); //エフェクトの発動 player.AttackInfo.AddEffect(EffectSummon.CreateObject(player)); int cnt = CommonFunction.ConvergenceRandom(3, 0.9f, 1.2f, 10); for (int i = 0; i < cnt; i++) { dun.SetUpCharacterMap(); //敵の出現地点を取得 MapPoint mp = dun.GetCharacterEmptyTarget(player.CurrentPoint); if (CommonFunction.IsNull(mp) == true) { break; } int enemytype = TableEnemyMap.GetValue(dun.DungeonObjNo, DisplayInformation.Info.Floor); uint rand = CommonFunction.GetRandomUInt32(); BaseEnemyCharacter enemy = TableEnemyIncidence.GetEnemy(enemytype, rand, DisplayInformation.Info.Floor); enemy.SetCharacterDisplayObject(mp.X, mp.Y); dun.AddNewCharacter(enemy); } DisplayInformation.Info.AddMessage( CommonConst.Message.TrapSummon); break; // 忘却 case MelodyType.Forget: //メッセージ player.AttackInfo.AddMessage( string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage)); //効果音 player.AttackInfo.AddSound(SoundInformation.SoundType.Summon); if (dun.IsVisible == false) { for (int j = 1; j < dun.X - 1; j++) { for (int i = 1; i < dun.Y - 1; i++) { dun.Dungeon.DungeonMap.Get(i, j).IsClear = false; } } player.AttackInfo.AddMessage(CommonConst.Message.ForgetMap); player.AttackInfo.AddEffect(EffectSmoke.CreateObject(player)); } break; //捨て置き case MelodyType.ThrowAway: //メッセージ player.AttackInfo.AddMessage( string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage)); player.AttackInfo.AddMessage( string.Format(CommonConst.Message.ThrowAway, player.DisplayNameInMessage)); GameStateInformation.Info.IsThrowAway = true; break; } return(true); }