public void create_spell(int spell_code, charactor speller, Vector2 direction, int wait_time, int move_mode) { if (spell_map.ContainsKey(get_code(spell_code))) { spell_list.Add(new spell(spell_code, speller, direction, wait_time, move_mode)); } }
public void create_spell(int spell_code, charactor speller) { if (spell_map.ContainsKey(get_code(spell_code))) { spell_list.Add(new spell(spell_code, speller, new Vector2(0, 0), 0, 0)); } }
public void set_speller(charactor speller_set) { speller = speller_set; bc = speller.get_bc(); ec = speller.get_ec(); sc = speller.get_sc(); }
public spell(int spell_code_set, charactor speller_set, Vector2 direction2_set, int wait_time_set, int move_mode_set) { spell_code = spell_code_set; speller = speller_set; direction2 = direction2_set; move_mode = move_mode_set; wait_time = wait_time_set; }
// Use this for initialization void Start() { parent = transform.parent.gameObject.GetComponent <player> (); if (parent == null) { parent = transform.parent.gameObject.GetComponent <enemy> (); } }
public effect(int effect_code_set, bool direction_set, int wait_time_set, GameObject target_set, Vector2 position_set, charactor charactor_set) { effect_code = effect_code_set; direction = direction_set; wait_time = wait_time_set; position = position_set; target = target_set; charactor = charactor_set; effect_mode = 3; }
private bool charactor_exist(charactor charactor_find) { foreach (charactor charactor in charactors) { if (charactor_find == charactor) { return(true); } } return(false); }
public void init(int buff_code_set, charactor buff_from_set, charactor buff_to_set, int time_full_set, int wait_time_set, buff_controller buff_controller_set) { buff_code = buff_code_set; buff_from = buff_from_set; buff_to = buff_to_set; time_now = time_full = time_full_set; dispersable = false; wait_time = wait_time_set; buff_controller = buff_controller_set; init2(); }
void Start() { parent = transform.parent.gameObject; bearer = parent.GetComponent <charactor> (); player = GameObject.Find("hero").GetComponent <player> (); rb = parent.GetComponent <Rigidbody2D> (); ec = GameObject.Find("effect_controller").GetComponent <effect_controller> (); ac = GameObject.Find("audio_controller").GetComponent <audio_controller> (); bc = GameObject.Find("buff_controller").GetComponent <buff_controller> (); }
void Start() { parent = transform.parent.gameObject; bearer = parent.GetComponent <enemy> (); if (bearer == null) { bearer = parent.GetComponent <player> (); } rb = parent.GetComponent <Rigidbody2D> (); ec = GameObject.Find("effect_controller").GetComponent <effect_controller> (); ac = GameObject.Find("audio_controller").GetComponent <audio_controller> (); bc = GameObject.Find("buff_controller").GetComponent <buff_controller> (); }
void OnTriggerEnter2D(Collider2D collider) { bear bear = collider.gameObject.GetComponent <bear> (); if (bear != null) { charactor bearer = bear.get_parent(); if (speller == bearer) { return; } } Destroy(transform.gameObject); }
void OnTriggerEnter2D(Collider2D collider) { bear bear = collider.gameObject.GetComponent <bear> (); if (bear != null) { charactor bearer = bear.get_parent(); if (speller != bearer) { animator.SetBool(animator.parameters[0].nameHash, true); is_dead = true; } } }
void OnTriggerEnter2D(Collider2D collider) { if (!is_dead) { bear bear = collider.gameObject.GetComponent <bear> (); if (bear != null) { charactor bearer = bear.get_parent(); if (speller == bearer) { return; } } life_time = 0; } }
void OnTriggerEnter2D(Collider2D collider) { if (!inited) { return; } bear bear = collider.gameObject.GetComponent <bear> (); if (bear != null && speller != bear.get_parent()) { attacked = true; bearer = bear.get_parent(); direction = bearer.get_direction(); transform.parent = bearer.transform; bc.create_buff(1, speller, bearer, time_full, 0); speller.set_scroll_hit(); } }
void OnTriggerEnter2D(Collider2D collider) { if (!is_dead) { bear bear = collider.gameObject.GetComponent <bear> (); if (bear != null) { charactor bearer = bear.get_parent(); if (speller == bearer) { return; } else { dead_time = 0; } } Destroy(GetComponent <Collider2D> ()); Destroy(GetComponent <Rigidbody2D> ()); is_dead = true; transform.parent = collider.gameObject.transform; } }
public void create_buff(int buff_code, charactor buff_from, charactor buff_to, int time_full, int wait_time) { if (time_full > 0) { if (!charactor_exist(buff_to)) { charactors.Add(buff_to); } buff old_buff = null; if (buff_to.get_buff_map().ContainsKey(buff_code)) { old_buff = buff_to.get_buff_map() [buff_code]; } if (old_buff == null) { buff new_buff = buff.new_buff(buff_code); new_buff.init(buff_code, buff_from, buff_to, time_full, wait_time, this); buff_to.get_buff_map() [buff_code] = new_buff; } else { if (time_full > old_buff.time_now) { old_buff.time_full = time_full; if (old_buff.time_now == 0) { old_buff.time_now = old_buff.time_full + 1; } else if (old_buff.time_now > 0) { old_buff.time_now = old_buff.time_full - 1; } } } } }
public void set_attacker(charactor attacker_set) { attacker = attacker_set; }
void OnTriggerEnter2D(Collider2D collider) { attack attack = collider.gameObject.GetComponent <attack> (); charactor attacker = attack.get_attacker(); if (attacker == bearer) { return; } if (!attack.is_valid()) { return; } if (!bearer.get_is_attackable()) { return; } //flag only one hit attack attack.attacked(); float position_x = bearer.transform.position.x - attacker.transform.position.x; bearer.set_direction(position_x < 0); Vector2 derection = transform.position - attacker.transform.position; rb.velocity = new Vector2((attack.beatback_damage * (derection.x > 0 ? 1 : -1)), rb.velocity.y); //floating if (attack.is_ground_floating || bearer.get_in_air()) { rb.velocity = new Vector2(rb.velocity.x, attack.floating_damage); } attacker.add_speed(attack.self_beatback_damage * (position_x < 0 ? 1 : -1), attack.self_floating_damage); bearer.set_hp(bearer.hp_now - attack.damage); bc.create_buff(1, attacker, bearer, attack.stun, attack.frame_extract); //face to attacker bearer.set_last_attacked(attacker); attacker.set_last_attack(bearer); attacker.hit_message(attack); bearer.hitted_message(attack); //frame_extract bc.create_buff(3, bearer, bearer, Mathf.Max(attack.frame_extract, 1), 0); if (attack.is_melee) { bc.create_buff(3, attacker, attacker, attack.frame_extract, 0); } //effect ec.create_effect(1, false, parent, new Vector2(0, 0), bearer, attack.frame_extract); if (attack.damage > 8) { ec.create_effect(2, (Random.value > 0.5f), parent, new Vector2(0, 0), bearer, 0); } else { ec.create_effect(14, (Random.value > 0.5f), parent, new Vector2(0, 0), bearer, 0); } //ec.create_effect (5, bearer.get_direction(), parent, new Vector2(0,0), bearer, 0); if (attack.attack_kind == 0) { ec.create_effect(10, !bearer.get_direction(), parent, new Vector2((bearer.get_direction() ? -1 : 1) * (Random.value * 0.1f - 0.05f + 0.1f), Random.value * 0.1f - 0.12f), bearer, 0, attack.attack_direction); } if (attacker.is_player) { if (attack.frame_extract > 5) { if (Mathf.Abs(attack.attack_direction.x) >= Mathf.Abs(attack.attack_direction.y)) { player.set_camera_shaking_code(attack.frame_extract * 10 + 1); } else { if (attack.attack_direction.y > 0) { player.set_camera_shaking_code(attack.frame_extract * 10 + 2); } else { player.set_camera_shaking_code(attack.frame_extract * 10 + 3); } } } } //stun bc.create_buff(100, bearer, bearer, 10, 0); //audio ac.create_audio((Random.value > 0.5f ? 1 : 2), attack.frame_extract); }
public void set_last_attacked(charactor last_attacked_now) { last_attacked = last_attacked_now; }
public void create_effect(int effect_code, bool direction, GameObject target_set, Vector2 position, charactor charactor_set, int wait_time, Vector2 direction2_set) { effect_list.Add(new effect(effect_code, direction, wait_time, target_set, position, charactor_set, direction2_set)); }
// Use this for initialization void Start() { parent = transform.parent.gameObject.GetComponent <charactor> (); }
public void set_last_attack(charactor last_attack_now) { last_attack = last_attack_now; }
public void set_jump_target(charactor jump_target_set) { jump_target = jump_target_set; }
public void set_speller(charactor speller_set) { speller = speller_set; }