private void OnUnitHealthChanged(HealthChangeEvent healthChangeEvent) { for (int i = 0; i < _fillSegmentInstances.Count; i++) { _fillSegmentInstances[i].Filled = i < healthChangeEvent.Health.Current; } }
private void Awake() { if (onMaxHealthChange == null) { onMaxHealthChange = new HealthChangeEvent(); } if (onHealthChange == null) { onHealthChange = new HealthChangeEvent(); } if (onDeath == null) { onDeath = new UnityEvent(); } if (onAttackStart == null) { onAttackStart = new UnityEvent(); } if (onAttackEnd == null) { onAttackEnd = new UnityEvent(); } }
public static UpdateHealth Create(HealthChangeEvent e) { var updateHealth = new GameObject("UpdateHealth").AddComponent <UpdateHealth>(); updateHealth.tag = "DontDestroyOnTrigger"; updateHealth.Initialize(e); return(updateHealth); }
private void OnHealthChanged(HealthChangeEvent args) { if (args.Health.Current == 0) { CanAttack = CanAttack ? false : CanAttack; CanMove = CanMove ? false : CanMove; } }
private void OnBuildingHealthChanged(HealthChangeEvent healthChangeEvent) { if (_gameboard.World.Buildings.All(x => x.Health.Current == 0)) { _sequencer.SetToEndGame(); _eventsController.EndGame(new GameEndedResult(GameEndedResultState.Loss)); } }
public void OnHealthChangeEvent(int damage) { _baseHealth -= damage; if (_baseHealth <= 0) { EndGameEvent?.Invoke(); } HealthChangeEvent?.Invoke(_baseHealth); }
void OnHealthChanged(HealthChangeEvent obj) { if (obj.NewValue <= 0) { LogEx.Log <Character>("{0} fainted...", name); ActiveState = ActiveState.Fainted; Fainted.InvokeSafe(this); } }
void CheckSource(HealthChangeEvent healthChange) { if (_ignoreSelfDamage && healthChange.Source == healthChange.Reciever) { return; } OnHealthChanged(healthChange); }
private void OnHealthChange(HealthChangeEvent hce) { if (hce.amount < 0) { flashTimer = FlashDuration; shakeBasePos = transform.localPosition; shakeDir = Vector3.down; SetFlash(true); } }
protected void Relay(HealthChangeEvent healthChange) { foreach (var action in GetComponents <TargetedAction>()) { //action.Initialize(BattleSystem); action.SetSource(healthChange.Source); action.SetReciever(healthChange.Reciever); BattleSystem.RegisterAction(action); } }
public void OnHealthChange(int newHealth) { HealthChangeEvent e = GetEventSystem <HealthChangeEvent>() .CallListners(new HealthChangeEvent(gameObject, healthValue, newHealth)); if (e.IsCancel) { return; } healthValue = e.NewHealth; }
public void Heal(GameObject source, int amount) { HealthChangeEvent healthChangeEvent = new HealthChangeEvent(source, gameObject, amount); OnHeal.Invoke(healthChangeEvent); if (!healthChangeEvent.Cancelled) { Health += healthChangeEvent.HealthDelta; } }
protected override void OnHealthChanged(HealthChangeEvent healthChange) { base.OnHealthChanged(healthChange); if (!EqualityHelper.IsEqual(Equality, healthChange.NewValue, Threshold)) { return; } Relay(healthChange); }
public void OnReceiveDamage(HealthChangeEvent e) { if (Invincible) { e.Cancel(); } else { Invincible = true; StartCoroutine("Flash"); Invoke("ResetInvincibility", InvincibilityTime); } }
public void ReceiveEvent(object sender, HealthChangeEvent eventArgs) { KeyValuePair <Transform, CharacterType> pair = new KeyValuePair <Transform, CharacterType>(eventArgs.HealthChanger, eventArgs.CharacterType); if (_damageDealt.ContainsKey(pair)) { _damageDealt[pair] += eventArgs.Amount; } else { _damageDealt[pair] = eventArgs.Amount; } }
//change the health to the required amount public void ChangeHealth(float amount, Transform source) { _health += amount; //Debug.Log(transform.root.name + ": " + _health); HealthChangeEvent message = new HealthChangeEvent(); message.CharacterType = _characterType; message.Amount = amount; message.HealthChanger = source; _healthEventH(this, message); if (amount < 0) { CheckDeath(amount, source); } }
public bool Damage(GameObject source, int amount) { HealthChangeEvent healthChangeEvent = new HealthChangeEvent(source, gameObject, -amount); OnDamage.Invoke(healthChangeEvent); if (!healthChangeEvent.Cancelled) { Health += healthChangeEvent.HealthDelta; } else { Debug.Log("Damage cancelled."); } return(!healthChangeEvent.Cancelled); }
public void HealthChange(HealthChangeEvent e) { //Note for the % version of this part of the HUD. Replace the Entinty.Player.Max... with EntityManager.Player.TotalHealth healthbarSize.Width = (int)((EntityManager.Player.Health / EntityManager.Player.MaxHealth) * barTex.Width); shieldbarSize.Width = (int)((EntityManager.Player.Shields / EntityManager.Player.MaxShields) * barTex.Width); }
private void TurretTakesDamage(HealthChangeEvent e) { FMODUnity.RuntimeManager.PlayOneShot("event:/SFX/Enemies/Enemy_Damage", transform.position); }
public void Initialize(HealthChangeEvent healthChange) { _healthChange = healthChange; }
void OnHealthChanged(HealthChangeEvent arg) { _battleSystem.RegisterAction(UpdateHealth.Create(arg)); }
private void OnHealthChange(HealthChangeEvent e) { healthChanged = true; }
// Use this for initialization void Awake() { healthChange = new HealthChangeEvent(); }
private void OnHealthChange(HealthChangeEvent e) { health_state.setParameterByName("Player_Health", health.HealthRatio); healthBar.Fill = health.HealthRatio; }
protected virtual void OnHealthChanged(HealthChangeEvent healthChange) { }
public void DoDamage() { HealthChangeEvent?.Invoke(_damage); }
protected override void OnHealthChanged(HealthChangeEvent healthChange) { base.OnHealthChanged(healthChange); Relay(healthChange); }
public void RegisterHealthEvent(HealthChangeEvent e) { m_HealthEvents += e; }
private void TriggerHealthChangeEvent() { HealthChangeEvent?.Invoke(); }