public void CharacterDefend() { if (currentShield < maxShield) { currentShield += levelManager.useDefendSpell(currentShield); shieldBar.SetShield(currentShield); } }
private void Start() { currentShield = 0; currentHealth = maxHealth; shieldBar.SetShield(currentShield); healthBar.SetMaxHealth(maxHealth); rend = GetComponent <Renderer>(); rend.enabled = true; }
void GiveHealth(int Health) { if (currentShield <= 0) { currentHealth += Health; healthBar.SetHealth(currentHealth); } if (currentShield >= 0) { currentShield += Health; shieldbar.SetShield(currentShield); } }
// Start is called before the first frame update void Start() { // Cursor.lockState = CursorLockMode.Locked; StartGameAud.Play(); Round = 1; Kills = 0; Health = MaxHealth; healthBar.SetMaxHealth(Health); ShieldBar.SetMaxShield(MaxShield); //Shield -= 100; ShieldBar.SetShield(Shield); Damage = 20; OnSword = BladeofLight; BladeofLight.SetActive(true); //OnSword = Sword.Find("SwordStarter"); }
private void Hurt(float damage) // Functia prin care primim damage { if (currentLife > 0) // Daca player-ul inca este in viata { if (currentShield > 0) { if (currentShield - damage >= 0) { currentShield -= damage; shieldBar.SetShield(currentShield); // Updatam bara de shield shieldNumberText.text = currentShield.ToString() + " / " + startingShield.ToString(); // Updatam si textul de shield } else { currentLife = currentLife + currentShield - damage; currentShield = 0; shieldBar.SetShield(currentShield); // Updatam bara de shield shieldNumberText.text = currentShield.ToString() + " / " + startingShield.ToString(); // Updatam si textul de shield healthBar.SetHealth(currentLife); // Updatam bara de health healthNumberText.text = currentLife.ToString() + " / " + startingLife.ToString(); // Updatam si textul de health } } else { currentLife -= damage; // Scadem damage-ul primit din viata healthBar.SetHealth(currentLife); // Updatam bara de health healthNumberText.text = currentLife.ToString() + " / " + startingLife.ToString(); // Updatam si textul de health } } if (currentLife <= 0) // Daca player-ul a murit { GameObject.Find("Player").GetComponent <PlayerStats>().setLoadedScore(GameObject.FindWithTag("Score").GetComponent <Score>().getScore()); FindObjectOfType <GameManager>().SaveAfterDeath(); Destroy(gameObject); Destroy(GameObject.FindGameObjectWithTag("MainCamera")); Destroy(GameObject.FindGameObjectWithTag("Name")); FindObjectOfType <GameManager>().EndGame(); } }
public void UpdateShield(int shield) { shieldBar.SetShield(shield); }
public void AddShield(int heal) { currentShield = Mathf.Clamp(currentShield + heal, 0, 100); sh.SetShield(currentShield); }
void Update() { //Check exact diistance collisiion with player Distancer = Vector3.Distance(transform.position, PlayerMain.transform.position); if (Distancer > 1.5f) { dirToPlayer = transform.position - PlayerMain.transform.position; newPos = transform.position - dirToPlayer; enemyNav.SetDestination(newPos); } else { enemyNav.ResetPath(); } //Keep .5 second charge rate for enemy so that it does always immediately attack //Attack if withn distance if (Distancer < 2f) { if (_canAttack == true) { anim.SetTrigger("Attack"); EnemyAudioAttack.Play(); if (PlayerS.Shield <= 0) { PlayerS.DecreaseHealth(14); HealthBarS.SetHealth(PlayerS.Health); _timerToAttack = 2f; if (PlayerS.Health <= 0) { PlayerS.GameOver(); //If player dies from enemy GameOver Occurs } } //Proper Damage subtraction by enemy else if ((14 >= PlayerS.Shield) && (PlayerS.Shield > 0)) { SplitDamage = 14 - PlayerS.Shield; PlayerS.Shield = 0; ShieldBarS.SetShield(0); PlayerS.Health = PlayerS.Health - SplitDamage; HealthBarS.SetHealth(PlayerS.Health); _timerToAttack = 2f; } else { PlayerS.DecreaseShield(14); _timerToAttack = 2f; } } if (_timerToAttack > 0) { _canAttack = false; _timerToAttack -= _time * Time.deltaTime; } else { _canAttack = true; _timerToAttack = 2f; } } }