Esempio n. 1
0
    public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator)
    {
        if (status.UnitStatus != PersonStatus.Status.Raged && status.UnitStatus != PersonStatus.Status.Dead)
        {
            timer             = 0;
            status.UnitStatus = PersonStatus.Status.Raged;
            navigator.Stop();
            animator.powerEffect = (GameObject)Instantiate(particleEffect, new Vector3(status.transform.position.x, status.transform.position.y + 0.9f, status.transform.position.z), Quaternion.identity);
            animator.powerEffect.transform.parent = animator.transform;
            status.Fear = Fear;
        }
        else
        {
            timer += Time.deltaTime;
            if (timer >= 10f)
            {
                status.UnitStatus = PersonStatus.Status.Concerned;
                status.Fear       = 0;
                Destroy(animator.powerEffect);
                status.ActivePower = null;
                navigator.SetNewPatrolDestination(navigator.Type);
                navigator.target = null;
            }
        }

        if (status.UnitStatus == PersonStatus.Status.Dead)
        {
            if (animator.powerEffect != null)
            {
                Destroy(animator.powerEffect);
            }
        }
    }
    public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator)
    {
        if (status.UnitStatus != PersonStatus.Status.Dead && timer == 0)
        {
            status.Fear = 0;
            navigator.Stop();
            status.UnitStatus = PersonStatus.Status.Idle;

            if (animator.powerEffect)
            {
                Object.Destroy(animator.powerEffect);
            }

            animator.powerEffect = (GameObject)Object.Instantiate(owner.particleEffect, new Vector3(status.transform.position.x, status.transform.position.y + 0f, status.transform.position.z), Quaternion.identity);
            animator.powerEffect.transform.parent = animator.transform;
        }

        timer      += Time.deltaTime;
        status.Fear = 0;

        if (timer >= 10)
        {
            Object.Destroy(animator.powerEffect);
            status.UnitStatus = PersonStatus.Status.Calm;
            navigator.SetNewPatrolDestination(navigator.Type);
            status.ActivePower = null;
        }
    }
Esempio n. 3
0
    public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator)
    {
        if (status.UnitStatus != PersonStatus.Status.Dead)
        {
            status.UnitStatus = PersonStatus.Status.Calm;
            status.Fear       = 0;
            navigator.SetNewPatrolDestination(navigator.Type);

            if (animator.powerEffect)
            {
                Destroy(animator.powerEffect);
            }

            animator.powerEffect = (GameObject)Instantiate(particleEffect, new Vector3(status.transform.position.x, status.transform.position.y + 0.9f, status.transform.position.z), Quaternion.identity);
            animator.powerEffect.transform.parent = animator.transform;
            Destroy(animator.powerEffect, 5.0f);
            status.ActivePower = null;
        }
    }