コード例 #1
0
    private void ApplyHeal()
    {
        int amountOfHealthRestored = 0;

        foreach (AttackDice dice in _AttackDiceList)
        {
            if (dice == AttackDice.Hit_1 || dice == AttackDice.Hit_2) // hit applied for humans and monsters
            {
                amountOfHealthRestored++;
                CharacterOwner.Heal(1);
            }
            else if (dice == AttackDice.Human && (CharacterOwner.Stat.Type == PieceType.Human || CharacterOwner.Stat.Type == PieceType.Angel))
            {
                // rolled human and piece attacking is human
                amountOfHealthRestored++;
                CharacterOwner.Heal(1);
            }
            else if (dice == AttackDice.Monster && CharacterOwner.Stat.Type != PieceType.Human && CharacterOwner.Stat.Type != PieceType.Angel)
            {
                //rolled dice is monster and piece attacking is monster, then hit piece
                amountOfHealthRestored++;
                CharacterOwner.Heal(1);
            }
        }
        _AppliedHeal       = true;
        TotalHealText.text = "Total Health Restored: " + amountOfHealthRestored;
    }
コード例 #2
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 /// <summary>
 /// First part of card effect heals the user.
 /// </summary>
 private void HealUser()
 {
     if (CharacterOwner)
     {
         CharacterOwner.Heal(AmountToHeal);
     }
 }
コード例 #3
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 private void Awake()
 {
     _charOwner     = GetComponent <CharacterOwner>();
     currentHealth  = maxHealth;
     currentStamina = maxStamina;
     currentThirst  = maxThirst;
     currentHunger  = maxHunger;
 }
コード例 #4
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 private void OnEnable()
 {
     _buildingUI = FindObjectOfType <BuildingUI>();
     _buildingUI.SetEnabledValue(true);
     _camera    = Camera.main;
     _charOwner = CharacterOwner.Instance;
     canBuild   = true;
 }
コード例 #5
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 public static bool IsBichehost(this CharacterOwner owner)
 {
     return(new[]
     {
         CharacterOwner.Aler,
         CharacterOwner.Host,
         CharacterOwner.Fanta,
         CharacterOwner.Ness,
         CharacterOwner.Qwear,
     }.Contains(owner));
 }
コード例 #6
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 private void Awake()
 {
     _instance       = this;
     _input          = GetComponent <IInput>();
     _movement       = GetComponent <IMovement>();
     _animator       = GetComponent <IAnimator>();
     _groundCheck    = GetComponent <IGroundCheck>();
     _playerUI       = GetComponent <PlayerUI>();
     _characterStats = GetComponent <CharacterStats>();
     _spawnPlayer    = GetComponent <SpawnPlayer>();
     _playerDeath    = GetComponent <PlayerDeath>();
 }
コード例 #7
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 private void HealUser()
 {
     if (CharacterOwner.Stat == SpecialCharacter)
     {
         CharacterOwner.Heal(CharacterOwner.Stat.StartHealth - CharacterOwner.Stat.CurrentHealth); //fully heal (max health - current health
     }
     else
     {
         //Roll 3 attack dice and heal the damage
         CharacterOwner.Heal(AmountToHeal);
     }
 }
コード例 #8
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 public void AddPlayerToList(CharacterOwner player)
 {
     _players.Add(player);
 }
コード例 #9
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 private void Start()
 {
     _charOwner = CharacterOwner.Instance;
 }
コード例 #10
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 private void Awake()
 {
     _charOwner = GetComponent <CharacterOwner>();
 }
コード例 #11
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 private void Awake()
 {
     _charOwner    = FindObjectOfType <CharacterOwner>();
     _charMovement = FindObjectOfType <CharacterMovement>();
     _cameraLook   = FindObjectOfType <CameraLook>();
 }
コード例 #12
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 private void Awake()
 {
     _groundCheck = GetComponent <GroundCheck>();
     _charOwner   = GetComponent <CharacterOwner>();
     _rigidbody   = GetComponent <Rigidbody>();
 }
コード例 #13
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 private void Awake()
 {
     _charOwner = CharacterOwner.Instance;
 }
コード例 #14
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 private void Awake()
 {
     _charOwner = GetComponent <CharacterOwner>();
     _camera    = Camera.main;
 }
コード例 #15
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 private void Move()
 {
     Debug.Log("ModifyMovementEffect Applied. Roll increase: " + Movement);
     CharacterOwner.GetComponent <Roll>().ModifyRoll(Movement); // Apply effect
 }
コード例 #16
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 private void Awake()
 {
     _player = FindObjectOfType <CharacterOwner>();
 }