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;
            s.time    = 20;
            DamageOverTimeData d = new DamageOverTimeData();

            d.isEmpty = false;
            d.time    = 20;
            d.damage  = 3;
            SlowData sl = new SlowData();

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

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

            sc.isEmpty     = false;
            sc.whatScareMe = LayerMask.GetMask("player");
            sc.timeOfFear  = 15;

            //myEffect = new Effects(sl, s, d, dm,sc);
        }
Esempio n. 3
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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. 4
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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. 5
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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. 7
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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;
 }
Esempio n. 8
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        public override void Update()
        {
            base.Update();
            try{
                _iceCrow.setPlayerPosition(_iceCrow.isPlayerInAggroRange());

                if (!_iceCrow.IsIneluttable())
                {
                    if (_secondCounter <= _distToHalja) //just a simple animation
                    {
                        _secondCounter += .1f / _lineDrawSpeed;
                        float   x              = Mathf.Lerp(0, _distToHalja, _secondCounter);
                        Vector3 pointA         = _spitPosition;
                        Vector3 pointB         = _iceCrow.GetHalja().getThrowChainPosition().position;
                        Vector3 pointAngleLine = x * Vector3.Normalize(pointB - pointA) + pointA;
                        _secondLr.SetPosition(1, pointAngleLine);
                    }
                }

                if (_counter <= _dist) //just a simple animation
                {
                    _counter += .1f / _lineDrawSpeed;
                    float   x              = Mathf.Lerp(0, _dist, _counter);
                    Vector3 pointA         = _spitPosition;
                    Vector3 pointB         = _waterCrow.getThrowChainPosition().position;
                    Vector3 pointAngleLine = x * Vector3.Normalize(pointB - pointA) + pointA;
                    _lineRenderer.SetPosition(1, pointAngleLine);
                }
                _lineRenderer.SetPosition(0, _spitPosition);
                _lineRenderer.SetPosition(1, _waterCrow.getThrowChainPosition().position);
                if (!_iceCrow.IsIneluttable())
                {
                    _secondLr.SetPosition(0, _spitPosition);
                    _secondLr.SetPosition(1, _iceCrow.GetHalja().getThrowChainPosition().position);
                }

                RaycastHit Hit;

                if (Physics.Raycast(_spitPosition, (_waterCrow.getThrowChainPosition().position - _spitPosition).normalized, out Hit,
                                    Vector3.Distance(_spitPosition, _waterCrow.getThrowChainPosition().position), LayerMask.GetMask("Player")))
                {
                    StunData st = new StunData();
                    st.isEmpty = false;
                    st.time    = 3f;
                    Hit.collider.gameObject.GetComponent <PlayerStatus>().AddStatus(new Effects(new SlowData(), st, new DamageOverTimeData(),
                                                                                                new DamageData(), new FearData(), false, new SlowOverAreaData(), new DamageOverAreaData(), new EnhanceData()));
                }

                if (!_iceCrow.IsIneluttable())
                {
                    if (Physics.Raycast(_spitPosition, (_iceCrow.GetHalja().getThrowChainPosition().position - _spitPosition).normalized, out Hit,
                                        Vector3.Distance(_spitPosition, _iceCrow.GetHalja().getThrowChainPosition().position), LayerMask.GetMask("Player")))
                    {
                        StunData st = new StunData();
                        st.isEmpty = false;
                        st.time    = 3f;
                        Hit.collider.gameObject.GetComponent <PlayerStatus>().AddStatus(new Effects(new SlowData(), st, new DamageOverTimeData(),
                                                                                                    new DamageData(), new FearData(), false, new SlowOverAreaData(), new DamageOverAreaData(), new EnhanceData()));
                    }
                }

                if (Time.time >= _begin + _iceCrow.getUnbreakableBondDuration())
                {
                    _stateMachine.ChangeState(_iceCrow._MoveState);
                }
            }catch (NullReferenceException e) {
                _stateMachine.ChangeState(_iceCrow._MoveState);
            }catch (MissingReferenceException m) {
                _stateMachine.ChangeState(_iceCrow._MoveState);
            }
        }