public void Start()
        {
            _active = false;

            _cooldown = Time.time + _deadTime;
            _animator = GetComponent <Animator>();
            _animator.SetBool("isActive", false);
            StunData s = new StunData();

            s.isEmpty = true;
            DamageOverTimeData d = new DamageOverTimeData();

            d.isEmpty = true;
            SlowData sl = new SlowData();

            sl.isEmpty = true;
            DamageData dm = new DamageData();

            dm.isEmpty = true;
            FearData sc = new FearData();

            sc.isEmpty = true;
            SlowOverAreaData sla = new SlowOverAreaData();

            sla.isEmpty = true;
            DamageOverAreaData dma = new DamageOverAreaData();

            dma.isEmpty = true;
            EnhanceData en = new EnhanceData();

            en.isEmpty = false;
            en.value   = _multiplier;
            _myEffect  = new Effects(sl, s, d, dm, sc, true, sla, dma, en);
        }
Esempio n. 2
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        public void Start()
        {
            StunData s = new StunData();

            s.isEmpty = true;
            DamageOverTimeData d = new DamageOverTimeData();

            d.isEmpty = true;
            SlowData sl = new SlowData();

            sl.isEmpty = true;
            DamageData dm = new DamageData();

            dm.isEmpty = true;
            FearData sc = new FearData();

            sc.isEmpty = true;
            SlowOverAreaData sla = new SlowOverAreaData();

            sla.isEmpty = false;
            sla.speed   = 1;
            DamageOverAreaData dma = new DamageOverAreaData();

            dma.isEmpty = true;
            EnhanceData en = new EnhanceData();

            en.isEmpty = false;
            en.value   = 0.15f;
            myEffect   = new Effects(sl, s, d, dm, sc, true, sla, dma, en);
        }
Esempio n. 3
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        public void Start()
        {
            StunData s = new StunData();

            s.isEmpty = true;
            DamageOverTimeData d = new DamageOverTimeData();

            d.isEmpty = false;
            d.time    = _time;
            d.damage  = _dmg;
            SlowData sl = new SlowData();

            sl.isEmpty = true;
            DamageData dm = new DamageData();

            dm.isEmpty = true;
            FearData sc = new FearData();

            sc.isEmpty = true;
            SlowOverAreaData sla = new SlowOverAreaData();

            sla.isEmpty = true;
            DamageOverAreaData dma = new DamageOverAreaData();

            dma.isEmpty = true;
            EnhanceData en = new EnhanceData();

            en.isEmpty = true;
            myEffect   = new Effects(sl, s, d, dm, sc, false, sla, dma, en);
        }
Esempio n. 4
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        public void Start()
        {
            StunData s = new StunData();

            s.isEmpty = true;
            DamageOverTimeData d = new DamageOverTimeData();

            d.isEmpty = true;
            SlowData sl = new SlowData();

            sl.isEmpty = true;
            DamageData dm = new DamageData();

            dm.isEmpty = true;
            FearData sc = new FearData();

            sc.isEmpty = true;
            SlowOverAreaData sla = new SlowOverAreaData();

            sla.isEmpty = true;
            DamageOverAreaData dma = new DamageOverAreaData();

            dma.isEmpty = false;
            dma.damage  = 0.08f;
            EnhanceData en = new EnhanceData();

            en.isEmpty = true;
            myEffect   = new Effects(sl, s, d, dm, sc, true, sla, dma, en);

            _animator = GetComponent <Animator>();
            _animator.SetBool("isActive", false);
        }
        public void Awake()
        {
            StunData s = new StunData();

            s.isEmpty = false;
            s.time    = 1.5f; // freezes on place for 4 sec
            DamageOverTimeData d = new DamageOverTimeData();

            d.isEmpty = true;
            SlowData sl = new SlowData();

            sl.isEmpty = true;
            DamageData dm = new DamageData();

            dm.isEmpty = true;
            FearData fear = new FearData();

            fear.isEmpty = true;
            SlowOverAreaData slowArea = new SlowOverAreaData();

            slowArea.isEmpty = true;
            DamageOverAreaData dmgArea = new DamageOverAreaData();

            dmgArea.isEmpty = true;
            EnhanceData enhance = new EnhanceData();

            enhance.isEmpty = true;
            myEffect        = new Effects(sl, s, d, dm, fear, false, slowArea, dmgArea, enhance);

            if (gameObject.transform.position.x > 0)
            {
                direction.x *= -1f;
            }
        }
Esempio n. 6
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 public Effects(SlowData slow, StunData stun,
                DamageOverTimeData dmgT, DamageData dmg, FearData fear, bool isZone, SlowOverAreaData slowArea,
                DamageOverAreaData dmgArea, EnhanceData en)
 {
     _stun           = stun;
     _slow           = slow;
     _damageOverTime = dmgT;
     _damage         = dmg;
     _fear           = fear;
     _isZone         = isZone;
     _slowOverArea   = slowArea;
     _damageOverArea = dmgArea;
     _enhance        = en;
 }