コード例 #1
0
    public void TakeDamage(Damage d, int damage)
    {
        if (cbp > 0)     // If there is a barrier attack barrier first; take damage to hp
        {
            if (cbp > damage)
            {
                cbp    = cbp - damage;
                damage = 0;
            }
            else if (damage > cbp)
            {
                damage = damage - cbp;
            }
        }

        if (cbp <= 0 && chp > 0 && damage > 0) // If there is no barrier, has more than 0 current hp, and there is damage to deal; take damage to hp
        {
            chp = chp - damage;
        }

        if (DamageTextManager.IsOkToCreate())
        {
            var        dui  = GameObject.FindGameObjectWithTag("DamageText");
            GameObject dtui = Instantiate(dui, dui.transform.parent.parent) as GameObject;
            Vector2    cam  = Camera.main.WorldToScreenPoint(transform.position);
            dtui.transform.position = cam;
            dtui.AddComponent <DamageText_UI>().SetDamage(d, damage);
        }

        CheckVitals();
        KnockBack();
    }
コード例 #2
0
 void Update()
 {
     SetChaser();
     if (!DamageTextManager.IsOkToCreate())
     {
         Destroy(gameObject);
     }
 }
コード例 #3
0
ファイル: Player_HitBox.cs プロジェクト: Xaletor/Galacia
    public void OnTriggerStay2D(Collider2D col)
    {
        if (col.tag == "Monster" && tag == "PHITBOX")
        {
            var b = GetComponentInParent <Player_Main>();
            if (!b.invulnerable)
            {
                Damage d = null;
                var    m = col.GetComponent <Monster>();
                if (m.mobElement == Damage.DamageType.Poison)
                {
                    Damage_OT  dot    = new Damage_OT(Damage_OT.Damage_OTType.Poison, (int)(Random.Range(m.minDamage, m.maxDamage) / 5f), 1.00f);
                    GameObject debuff = Instantiate(new GameObject(), b.transform);
                    debuff.AddComponent <De_Buff>().InitializeDeBuff(dot);
                    d = new Damage(m.mobElement, m.minDamage / 3, m.maxDamage / 3);
                }

                else
                {
                    d = new Damage(m.mobElement, m.minDamage, m.maxDamage);
                }
                Resistance r = (GetComponentInParent <Player_Stats>().GetResistanceForType(m.mobElement));

                int x = Damage_Calculator.CalculateElementDamageToPlayer(m, d, r);
                b.TakeDamage(x);
                var dui = GameObject.FindGameObjectWithTag("DamageText");

                if (DamageTextManager.IsOkToCreate())
                {
                    GameObject dtui = Instantiate(dui, dui.transform.parent.parent) as GameObject;
                    Vector2    cam  = Camera.main.WorldToScreenPoint(transform.position);
                    dtui.transform.position = cam;
                    dtui.AddComponent <DamageText_UI>().SetDamage(d, x, true);
                }
            }
        }
    }
コード例 #4
0
ファイル: DamageText_UI.cs プロジェクト: Xaletor/Galacia
 public void SetDamage(Damage_OT damage, int amount, bool monster = false)
 {
     if (DamageTextManager.IsOkToCreate())
     {
         GetComponent <Rigidbody2D>().simulated = true;
         if (monster)
         {
             GetComponent <UnityEngine.UI.Text>().fontStyle = FontStyle.Italic;
         }
         else if (!monster)
         {
             GetComponent <UnityEngine.UI.Text>().fontStyle = FontStyle.Normal;
         }
         GetComponent <UnityEngine.UI.Text>().color = Color.black;
         chaserColor = (!monster) ? SetDamageOTColor(damage.GetDamage_OTType()) : Mob;
         GetComponent <UnityEngine.UI.Text>().fontSize = 4;
         GetComponent <UnityEngine.UI.Text>().text     = amount.ToString();
         GetComponent <Rigidbody2D>().velocity         = new Vector2(Random.Range(-200, 200), 200);
     }
     else
     {
         Destroy(gameObject);
     }
 }