private void OnDamaged(DAMAGED_TYPE damagedType) { switch (damagedType) { case DAMAGED_TYPE.FALLING_GROUND: Vibration.Vibrate(5); CameraShake_Rot(3); break; case DAMAGED_TYPE.EARTH_QUAKE: // Already Shake at Trap pattern break; default: Vibration.Vibrate(3); CameraShake_Rot(1); break; } }
public void OnDamaged(DAMAGED_TYPE damageType) { SetAirTimeFinish(); playerStatus.CurrentHP -= GameStatics.GetDamagePoints(damageType); playerController.ShowDamageText(GameStatics.GetDamagePoints(damageType)); switch (damageType) { case DAMAGED_TYPE.SPIKE: TopMostControl.Instance().StartGlobalLightEffect(Color.red, 1f, 0.2f); SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall].clip); break; case DAMAGED_TYPE.FALLING_GROUND: TopMostControl.Instance().StartGlobalLightEffect(Color.red, 2f, 0.4f); SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_fallGround], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_fallGround].clip); break; case DAMAGED_TYPE.PROJECTILE_SHOOTER1: TopMostControl.Instance().StartGlobalLightEffect(Color.red, 1f, 0.2f); SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall].clip); break; case DAMAGED_TYPE.PROJECTILE_SHOOTER2: TopMostControl.Instance().StartGlobalLightEffect(Color.red, 1f, 0.2f); SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_hitWall].clip); break; case DAMAGED_TYPE.EARTH_QUAKE: TopMostControl.Instance().StartGlobalLightEffect(Color.red, 2f, 0.4f); SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_fallGround], SoundContainer.Instance().SoundEffectsDic[GameStatics.sound_fallGround].clip); break; default: break; } if (onDamaged != null) { onDamaged(damageType); } }
public static int GetDamagePoints(DAMAGED_TYPE damageType) { switch (damageType) { case DAMAGED_TYPE.SPIKE: return(DAMAGE_BASIC_SPIKE); case DAMAGED_TYPE.PROJECTILE_SHOOTER1: return(DAMAGE_PROJECTILE1); case DAMAGED_TYPE.PROJECTILE_SHOOTER2: return(DAMAGE_PROJECTIlE2); case DAMAGED_TYPE.EARTH_QUAKE: case DAMAGED_TYPE.FALLING_GROUND: return(PlayerManager.Instance().PlayerStatus.MaxHP / 4); default: return(0); } }