Inheritance: MonoBehaviour
コード例 #1
0
 void Start()
 {
     animator   = GetComponent <Animator>();
     controller = GetComponent <FighterController>();
     dealDamage = GetComponentInParent <DealDamage>();
     fighter    = GetComponentInParent <Fighter>();
 }
コード例 #2
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 // Start is called before the first frame update
 public override void Start()
 {
     base.Start();
     player = GameObject.Find("Player");
     sr     = GetComponent <SpriteRenderer>();
     dd     = GetComponent <DealDamage>();
 }
コード例 #3
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 //setup
 void Awake()
 {
     //create single floorcheck in centre of object, if none are assigned
     if (!floorChecks)
     {
         floorChecks          = new GameObject().transform;
         floorChecks.name     = "FloorChecks";
         floorChecks.parent   = transform;
         floorChecks.position = transform.position;
         GameObject check = new GameObject();
         check.name               = "Check1";
         check.transform.parent   = floorChecks;
         check.transform.position = transform.position;
         Debug.LogWarning("No 'floorChecks' assigned to PlayerMove script, so a single floorcheck has been created", floorChecks);
     }
     //assign player tag if not already
     if (tag != "Player")
     {
         tag = "Player";
         Debug.LogWarning("PlayerMove script assigned to object without the tag 'Player', tag has been assigned automatically", transform);
     }
     //usual setup
     mainCam        = GameObject.FindGameObjectWithTag("MainCamera").transform;
     dealDamage     = GetComponent <DealDamage>();
     characterMotor = GetComponent <CharacterMotor>();
     rigid          = GetComponent <Rigidbody>();
     aSource        = GetComponent <AudioSource>();
     //gets child objects of floorcheckers, and puts them in an array
     //later these are used to raycast downward and see if we are on the ground
     floorCheckers = new Transform[floorChecks.childCount];
     for (int i = 0; i < floorCheckers.Length; i++)
     {
         floorCheckers[i] = floorChecks.GetChild(i);
     }
 }
コード例 #4
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ファイル: EnemyAI.cs プロジェクト: ianburnette/MarshBirds
	//setup
	void Awake()
	{		
		characterMotor = GetComponent<CharacterMotor>();
		dealDamage = GetComponent<DealDamage>();
		//avoid setup errors
		if(tag != "Enemy")
		{
			tag = "Enemy";
			Debug.LogWarning("'EnemyAI' script attached to object without 'Enemy' tag, it has been assign automatically", transform);
		}
		
		if(sightBounds)
		{
			sightTrigger = sightBounds.GetComponent<TriggerParent>();
			if(!sightTrigger)
				Debug.LogError("'TriggerParent' script needs attaching to enemy 'SightBounds'", sightBounds);
		}
		if(!sightBounds)
			Debug.LogWarning("Assign a trigger with 'TriggerParent' script attached, to 'SightBounds' or enemy will not be able to see", transform);
		
		if(attackBounds)
		{
			attackTrigger = attackBounds.GetComponent<TriggerParent>();
			if(!attackTrigger)
				Debug.LogError("'TriggerParent' script needs attaching to enemy 'attackBounds'", attackBounds);
		}
		else
			Debug.LogWarning("Assign a trigger with 'TriggerParent' script attached, to 'AttackBounds' or enemy will not be able to attack", transform);
	}
コード例 #5
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        public override void Draw(GameTime gameTime)
        {
            _elapsedSinceLastAnimationChange += gameTime.ElapsedGameTime;
            if (_elapsedSinceLastAnimationChange > (_inAttackAnimation ? AttackAnimationStepTime : _animationStepTime))
            {
                _elapsedSinceLastAnimationChange = TimeSpan.Zero;
                _currentAnimationStepIndex++;
                if (_currentAnimationStepIndex == _animationStepCount)
                {
                    _currentAnimationStepIndex = 0;
                    if (_inAttackAnimation)
                    {
                        DealDamage?.Invoke(this);
                    }
                    _inAttackAnimation = false;
                }
            }

            var source = new Rectangle(_currentAnimationStepIndex * _spriteWidth,
                                       (_animationIndex + (_inAttackAnimation ? 4 : 0)) * _spriteHeight,
                                       _spriteWidth, _spriteHeight);

            ((Game1)Game).SpriteBatch.Draw(_sprite, Position - new Vector2(_spriteWidth / 2f, _spriteHeight / 2f),
                                           source, _color);

            base.Draw(gameTime);
        }
コード例 #6
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    public void createEnemies(int faction)
    {
        GameObject newEnemy = Instantiate(enemies[choice], transform.position + new Vector3(0, 1f, 0), transform.rotation, GetComponentInParent <Spawn>().gameObject.transform);

        if (choice == 0)
        {
            MeleeEnemy setup = newEnemy.GetComponent <MeleeEnemy>();
            setup.healthMax    = meleeNums.enemyHealth;  //10
            setup.speed        = meleeNums.enemySpeed;   //2
            setup.gravity      = meleeNums.enemyGravity; //20
            setup.attackRange  = meleeNums.attackRange;  //5
            setup.chargeTime   = meleeNums.chargeTime;   //5
            setup.postLockTime = meleeNums.postLockTime; //2
            setup.chargeDist   = meleeNums.chargeDist;   //10
            setup.orig         = GetComponentInParent <ScalingTracker>().factionMats[faction];
            setup.faction      = faction;

            DealDamage dmgSetup = newEnemy.GetComponent <DealDamage>();
            dmgSetup.damage = meleeNums.enemyDamage;//5
        }
        else
        {
            MainRanged setup = newEnemy.GetComponent <MainRanged>();
            setup.RoF       = rangedNums.RoF;
            setup.radius    = rangedNums.radius;
            setup.turnSpeed = rangedNums.turnSpeed;
            setup.healthMax = rangedNums.healthMax;
            setup.height    = rangedNums.height;
            setup.orig      = GetComponentInParent <ScalingTracker>().factionMats[faction];
            setup.faction   = faction;

            ProjectileValues dmgSetup = newEnemy.GetComponentInChildren <ProjectileValues>();
            dmgSetup.damage = rangedNums.damage;//5
        }
    }
コード例 #7
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ファイル: Projectile.cs プロジェクト: Arkudaa/Rasmus
 void Start()
 {
     //Create a Deal Damage Component for us.
     DoDamage = gameObject.AddComponent <DealDamage> ();
     // get rigidbody component
     rb = GetComponent <Rigidbody> ();
 }
コード例 #8
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ファイル: HitPoints.cs プロジェクト: devgr/ddb-backend
        private int CalcDamage(DealDamage damage)
        {
            // First check for immunities, then resistance, then vulnerability (p. 197 Player's Handbook)
            if (Immunities.Contains(damage.DamageType))
            {
                return(0);
            }

            int actualHpDamage = damage.Hp;

            // Resistances and vulnerabilities do not stack, so one does as much as multiple.
            if (Resistances.Contains(damage.DamageType))
            {
                actualHpDamage /= 2; // integer division correctly rounds down
            }

            // It is technically possible to have a resistance and a vulnerability for the same damage type.
            // https://rpg.stackexchange.com/a/167448
            if (Vulnerabilities.Contains(damage.DamageType))
            {
                actualHpDamage *= 2;
            }

            return(actualHpDamage);
            // Possible future refactor: It's a little bit inefficient to check all of the
            // lists every time, especially since this function is called from in a loop.
        }
コード例 #9
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ファイル: PlayerMove.cs プロジェクト: ianburnette/MarshBirds
	//setup
	void Awake()
	{
		//create single floorcheck in centre of object, if none are assigned
		if(!floorChecks)
		{
			floorChecks = new GameObject().transform;
			floorChecks.name = "FloorChecks";
			floorChecks.parent = transform;
			floorChecks.position = transform.position;
			GameObject check = new GameObject();
			check.name = "Check1";
			check.transform.parent = floorChecks;
			check.transform.position = transform.position;
			Debug.LogWarning("No 'floorChecks' assigned to PlayerMove script, so a single floorcheck has been created", floorChecks);
		}
		//assign player tag if not already
		if(tag != "Player")
		{
			tag = "Player";
			Debug.LogWarning ("PlayerMove script assigned to object without the tag 'Player', tag has been assigned automatically", transform);
		}
		//usual setup
		mainCam = GameObject.FindGameObjectWithTag("MainCamera").transform;
		dealDamage = GetComponent<DealDamage>();
		characterMotor = GetComponent<CharacterMotor>();
		rigid = GetComponent<Rigidbody>();
		aSource = GetComponent<AudioSource>();
		//gets child objects of floorcheckers, and puts them in an array
		//later these are used to raycast downward and see if we are on the ground
		floorCheckers = new Transform[floorChecks.childCount];
		for (int i=0; i < floorCheckers.Length; i++)
			floorCheckers[i] = floorChecks.GetChild(i);
	}
コード例 #10
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        public void MyCode()
        {
            // The FIRST line of code should be BELOW this line

            AggregationCalculation <bool, bool> deadCalc       = new Dead();
            AggregationCalculation <int, int>   dealDamageCalc = new DealDamage();
            ApplyCalculation <int> receiveDamageApply          = new ReceiveDamageOneGetsAll();
            ApplyAction            logSurvivorApply            = new LogSurvivor();

            CharacterGroup redTeam = new CharacterGroup("Team Red", deadCalc, dealDamageCalc, receiveDamageApply, logSurvivorApply);

            redTeam.AddCharacter(new Defender("Thorbjorn", 340, 8, 12));
            redTeam.AddCharacter(new Character("Angor", 200, 15, 25));
            redTeam.AddCharacter(new Character("Zurin", 170, 18, 30));
            redTeam.AddCharacter(new Damager("Allarin", 100, 15, 25));

            CharacterGroup greenTeam = new CharacterGroup("Team Green", deadCalc, dealDamageCalc, receiveDamageApply, logSurvivorApply);

            greenTeam.AddCharacter(new Defender("Olaf", 400, 7, 13));
            greenTeam.AddCharacter(new Character("Baldur", 210, 12, 18));
            greenTeam.AddCharacter(new Character("Eliza", 160, 20, 35));
            greenTeam.AddCharacter(new Damager("Bezuron", 90, 10, 30));

            BattleHandler.DoBattle(redTeam, greenTeam);

            // The LAST line of code should be ABOVE this line
        }
コード例 #11
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        public void DealDamages_ShouldSumAllDamage_WhenMultipleDamages()
        {
            // Arrange
            var instance = new HitPoints(42);
            var damages  = new DealDamage[]
            {
                new DealDamage {
                    DamageType = DamageTypes.Fire, Hp = 1
                },
                new DealDamage {
                    DamageType = DamageTypes.Cold, Hp = 2
                },
                new DealDamage {
                    DamageType = DamageTypes.Necrotic, Hp = 3
                },
                new DealDamage {
                    DamageType = DamageTypes.Psychic, Hp = 4
                },
            };

            // Act
            instance.DealDamages(damages);
            // Assert
            instance.CurrentHp.Should().Be(32);
        }
コード例 #12
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    public void Hurt(DealDamage source, float amount)
    {
        this.health -= amount;

        this.source = source.gameObject;

        if (source.IsProjectile())
        {
            this.source = source.GetComponent <Bullet>().source.gameObject;
        }

        this.ChangeColor();
        this.isHurt = true;

        if (this.movement != null)
        {
            float distance = Vector3.Distance(this.transform.position, source.transform.position);
            this.movement.Push(source.transform.forward, this.pushPower, distance);
            this.movement.enabled = false;

            this.hurtTimer.StartTimer(() =>
            {
                this.movement.enabled = true;
                this.isHurt           = false;
            }, almostFinish: () =>
            {
                this.ResetColor();
            });
        }

        if (this.health <= 0)
        {
            Destroy(this.gameObject);
        }
    }
コード例 #13
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    // Use this for initialization
    void Start()
    {
        //We're supposed to be on the same gameobject as the PlayerMove,
        //CharacterMotor etc, so lets get them as reference!
        playerMove     = GetComponent <PlayerMove>();
        characterMotor = GetComponent <CharacterMotor>();
        DoDamage       = GetComponent <DealDamage>();

        //Did you even make a PunchBox? Or you were lazy and didn't make one?
        if (!PunchHitBox)
        {
            GameObject GameObjectPunchHitBox = new GameObject();
            PunchHitBox = GameObjectPunchHitBox.AddComponent <BoxCollider>();
            //GameObjectPunchHitBox.collider.isTrigger = true;
            GameObjectPunchHitBox.transform.parent = transform;
            //Let's place it a little but farther away from us.
            GameObjectPunchHitBox.transform.localPosition = new Vector3(0f, 0f, 1f);
            //It should Ignore Raycast so let's put it on layer 2.
            GameObjectPunchHitBox.layer = 2;
            Debug.LogWarning("You were too lazy to make a PunchHitBox so I made one for you, happy?", GameObjectPunchHitBox);
        }

        //Also lets turn off our PunchHitBox, we'll only turn that on while punching
        //so the Grabbing script doesn't get confused with it.
        PunchHitBox.enabled = false;
    }
コード例 #14
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        public async Task DealDamageAsync()
        {
            // Arrange
            var id        = Guid.NewGuid();
            var character = new Character("SomeName", new HitPoints(42));
            var damages   = new DealDamage[]
            {
                new DealDamage {
                    DamageType = DamageTypes.Fire, Hp = 1
                },
                new DealDamage {
                    DamageType = DamageTypes.Cold, Hp = 2
                }
            };

            _characterRepository.Setup(x => x.GetByIdAsync(It.Is <Guid>(expected => expected == id)))
            .ReturnsAsync(character);
            _characterRepository.Setup(x => x.SaveAsync(It.IsAny <Character>()));
            _eventBus.Setup(x => x.PublishAsync <CharacterView>(It.IsAny <CharacterView>()));
            // Act
            CharacterView result = await _instance.DealDamageAsync(id, damages);

            // Assert
            _characterRepository.Verify(x => x.SaveAsync(It.Is <Character>(expected => expected == character)), Times.Once);
            _eventBus.Verify(x => x.PublishAsync <CharacterView>(It.Is <CharacterView>(expected => expected == result)), Times.Once);
            result.CurrentHp.Should().Be(39);
        }
コード例 #15
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            public void Execute(TriggerEvent triggerEvent)
            {
                if (dealDamageGroup.HasComponent(triggerEvent.Entities.EntityA))
                {
                    if (damageGroup.Exists(triggerEvent.Entities.EntityB))
                    {
                        DealDamage dealDamage = dealDamageGroup[triggerEvent.Entities.EntityA];

                        damageGroup[triggerEvent.Entities.EntityB].Add(new Damage
                        {
                            DamageTypeId = dealDamage.DamageTypeId,
                            Value        = dealDamage.Value
                        });
                    }
                }

                if (dealDamageGroup.HasComponent(triggerEvent.Entities.EntityB))
                {
                    if (damageGroup.Exists(triggerEvent.Entities.EntityA))
                    {
                        DealDamage dealDamage = dealDamageGroup[triggerEvent.Entities.EntityB];

                        damageGroup[triggerEvent.Entities.EntityA].Add(new Damage
                        {
                            DamageTypeId = dealDamage.DamageTypeId,
                            Value        = dealDamage.Value
                        });
                    }
                }
            }
コード例 #16
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    void Start()
    {
        playerMove = GetComponent<PlayerMove>();
        characterMotor = GetComponent<CharacterMotor>();
        DoDamage = GetComponent<DealDamage>();

        PoundHitBox.enabled = false;
    }
コード例 #17
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ファイル: Enemy.cs プロジェクト: carnwyr/Tower-Defense
 private IEnumerator Attack()
 {
     while (true)
     {
         DealDamage?.Invoke(_damage);
         yield return new WaitForSeconds(_attackCooldown);
     }
 }
コード例 #18
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    public override float CalculateWeight(string name)
    {
        GameObject agent     = GameObject.Find(name);
        DealDamage DD        = agent.GetComponent <DealDamage>();
        float      LinearCur = LinearFunction(DD.damageFrequnce, DD.maxFrequency);
        float      quadCur   = QuadraticCurves(DD.damageFrequnce, DD.maxFrequency, 0.2f);

        return(quadCur);
    }
コード例 #19
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    public override void Actions(string name)
    {
        agent = GameObject.Find(name);
        DealDamage dd       = agent.GetComponent <DealDamage>();
        Movement   movement = agent.GetComponent <Movement>();

        StartCoroutine(dd.RotateTowardsTarget(GameObject.Find("Player").transform.position));
        movement.SetDestination(GameObject.Find("Player").transform.position);
        UtilityBasedAI.actionComplete = true;
    }
コード例 #20
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    public override void Actions(string name)
    {
        UtilityBasedAI UBA = GameObject.Find(name).GetComponent <UtilityBasedAI>();

        if (!UBA.runOnce)
        {
            DealDamage dd = GameObject.Find(name).GetComponent <DealDamage>();
            dd.RotateTowardsTarget(GameObject.Find("Player").transform.position);
            dd.ThrowGrenade(name);
        }
    }
コード例 #21
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    //Averaging the values to create a score
    public override float CalculateScore(string name)
    {
        GameObject agent = GameObject.Find(name);

        dd = agent.GetComponent <DealDamage>();

        float num1     = dd.damageFrequnce;
        float num2     = agent.GetComponent <Movement>().movementFrequency;
        float distance = Vector3.Distance(GameObject.Find("Player").transform.position, agent.transform.position);

        return(((num1 + distance) / 2) / (agent.GetComponent <DealDamage>().maxFrequency + 70));
    }
コード例 #22
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    void Start()
    {
        target     = PlayerManager.Instance.player.transform.GetChild(0);
        agent      = GetComponent <NavMeshAgent>();
        animator   = GetComponent <Animator>();
        dealDamage = GetComponentInChildren <DealDamage>();

        timer = GetComponent <Timer>();
        timer.onTimerRestart += OnTimerRestart;
        timer.onTimerEnd     += OnTimerEnd;

        InvokeRepeating("RandomMovement", 1f, Random.Range(10, 20));
    }
コード例 #23
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (hitLayers == (hitLayers | (1 << collision.gameObject.layer)))
        {
            Explode(transform.position, transform.rotation);

            DealDamage  dealDamage = gameObject.GetComponent <DealDamage>();
            ITakeDamage takeDamage = collision.gameObject.GetComponent <ITakeDamage>();
            if (dealDamage != null && takeDamage != null)
            {
                takeDamage.SufferDamage(dealDamage.damage);
            }
        }
    }
コード例 #24
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    private void OnCollisionEnter(Collision other)
    {
        var unit = other.gameObject.GetComponent <Unit>();

        if (unit && !_isDead)
        {
            _isDead = true;
            var dealDamage = new DealDamage();
            dealDamage.Amount = Damage;
            dealDamage.UnitID = unit.UnitID;
            EventDispatcher.Instance.Enqueue(dealDamage);
            Destroy(gameObject);
        }
    }
コード例 #25
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    private void OnCollisionEnter(Collision collision)
    {
        Debug.Log("Player hit " + collision.gameObject.tag);

        if (collision.gameObject.tag == "Obstacle")
        {
            currentDealDamage = collision.gameObject.GetComponent <DealDamage>();
            if (currentDealDamage)
            {
                Debug.Log("Player takes Damage: " + currentDealDamage.damage);
                GameManager.instance.TakeDamage(currentDealDamage.damage);
                currentDealDamage.FadeRed();
            }
        }
    }
コード例 #26
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        public void DealDamages_ShouldSubtractHp()
        {
            // Arrange
            var instance = new HitPoints(42);
            var damages  = new DealDamage[]
            {
                new DealDamage {
                    DamageType = DamageTypes.Fire, Hp = 5
                },
            };

            // Act
            instance.DealDamages(damages);
            // Assert
            instance.CurrentHp.Should().Be(37);
        }
コード例 #27
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    //setup
    void Awake()
    {
        characterMotor = GetComponent <CharacterMotor>();
        dealDamage     = GetComponent <DealDamage>();

        if (sightBounds)
        {
            sightTrigger = sightBounds.GetComponent <TriggerParent>();
        }
        if (attackBounds)
        {
            attackTrigger = attackBounds.GetComponent <TriggerParent>();
        }
        wanderBasePosition = transform.position;
        InvokeRepeating(nameof(Wander), 0, wanderTime);
    }
コード例 #28
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 protected virtual void Awake()
 {
     lockOnMovement    = GetComponent <LockOnMovement> ();
     movement          = GetComponent <Movement> ();
     animator          = GetComponent <Animator> ();
     lockOn            = false;
     blocking          = false;
     Cursor.visible    = false;
     state             = CharacterState.DEFAULT;
     rB                = GetComponent <Rigidbody> ();
     characterInput    = (ICharacterInput)GetComponent(typeof(ICharacterInput));
     direction         = Vector3.zero;
     targetControl     = GetComponent <Targets> ();
     damageDealing     = GetComponent <DealDamage> ();
     health            = GetComponent <Health> ();
     characterCollider = GetComponent <CapsuleCollider> ();
 }
コード例 #29
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    //Find the nearest health station
    public override void Actions(string name)
    {
        healthStations.Clear();

        agent = GameObject.Find(name);
        Movement   move = agent.GetComponent <Movement>();
        DealDamage dd   = agent.GetComponent <DealDamage>();

        foreach (GameObject healthStat in GameObject.FindGameObjectsWithTag("HealthStation"))
        {
            healthStations.Add(Vector3.Distance(agent.transform.position, healthStat.transform.position), healthStat.transform.position);
        }

        distance = healthStations.Min(x => x.Key);
        move.SetDestination(healthStations.FirstOrDefault(y => y.Key == distance).Value);
        move.movementFrequency -= 0.1f;
    }
コード例 #30
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        public void DealDamages_ShouldNotHaveNegativeHP_WhenDamageIsMoreThanCurrent()
        {
            // Arrange
            var instance = new HitPoints(42);
            var damages  = new DealDamage[]
            {
                new DealDamage {
                    DamageType = DamageTypes.Fire, Hp = 45
                }
            };

            // Act
            instance.DealDamages(damages);
            // Assert
            instance.CurrentHp.Should().Be(0);
            instance.DeathSavingThrowFailures.Should().Be(0);
            instance.Status.Should().Be(LifeStatuses.Dying);
        }
コード例 #31
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        public void DealDamages_ShouldDoDoubleDamage_WhenVulnerability()
        {
            // Arrange
            var instance = new HitPoints(42);

            instance.AddVulnerability(DamageTypes.Fire);
            var damages = new DealDamage[]
            {
                new DealDamage {
                    DamageType = DamageTypes.Fire, Hp = 5
                }
            };

            // Act
            instance.DealDamages(damages);
            // Assert
            instance.CurrentHp.Should().Be(32);
        }
コード例 #32
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        public void DealDamages_ShouldChangeStatusToDead_WhenRemainingDamageIsMaxOrMore()
        {
            // Arrange
            var instance = new HitPoints(42);
            var damages  = new DealDamage[]
            {
                new DealDamage {
                    DamageType = DamageTypes.Fire, Hp = 84
                }
            };

            // Act
            instance.DealDamages(damages);
            // Assert
            instance.CurrentHp.Should().Be(0);
            instance.DeathSavingThrowFailures.Should().Be(0);
            instance.Status.Should().Be(LifeStatuses.Dead);
        }
コード例 #33
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        public void DealDamages_ShouldChangeStatusToDying_WhenStableAndDamageIsSameAsCurrent()
        {
            // Arrange
            var instance = new HitPoints(42);
            var damages  = new DealDamage[]
            {
                new DealDamage {
                    DamageType = DamageTypes.Fire, Hp = 42
                }
            };

            // Act
            instance.DealDamages(damages);
            // Assert
            instance.CurrentHp.Should().Be(0);
            instance.DeathSavingThrowFailures.Should().Be(0);
            instance.Status.Should().Be(LifeStatuses.Dying);
        }
コード例 #34
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    // Update is called once per frame
    public void Change(int ? id = null)
    {
        if (id == null)
            playerid = 0;
        else
            playerid = (int)id;
        Player_PF = main_process.GetPlayerObject(id);
        Player_Script = main_process.GetPlayerScript(id);
        Player_EXP = main_process.GetPlayerExperience(id);
        Player_Health = Player_PF.GetComponent<Health>();
        Player_Mana = Player_PF.GetComponent<Mana>();
        Player_Defense = Player_PF.GetComponent<Defense>();
        Player_ATK = Player_Script.AttackCollider.GetComponent<DealDamage>();

        //if (!Player_ATK)
        //    Debug.Log("Cannot Get Player_ATK");
        ATK.text = Player_Script.GetTotalStrength().ToString();
        DEF.text = Player_Defense.defense.ToString();
        STA.text = Player_Script.GetTotalStamina().ToString();
        SPI.text = Player_Script.GetTotalIntelligence().ToString();
        AGI.text = Player_Script.GetTotalAgility().ToString();
        BATK.text = "<color=#ffffffff>" + Player_ATK.GetDamageI().ToString() + "-" + Player_ATK.GetDamageI().ToString() + "</color>";
        MATK.text = "<color=#ffffffff>" + Player_ATK.GetDamageI().ToString() + "-" + Player_ATK.GetDamageI().ToString() + "</color>";
        PDEF.text = Player_Defense.GetPhysicalDefense().ToString();
        MDEF.text = Player_Defense.GetMagicalDefense().ToString();
        //CRIR.text = (Player_ATK.GetCriticalChance()*100).ToString()+"%";
        C_ICON.sprite = CI.Class_info[Player_Script.GetClassID()].icon;
        C_HP.text = Player_Health.GetCurrentHealth().ToString() + "/" + Player_Health.GetMaxHP().ToString();
        CRIR.text = "0.00%";
        C_MP.text = Player_Mana.GetMana().ToString() + "/" + Player_Mana.MaxMana.ToString();
        C_LV.text = Player_EXP.GetCurrentLevel().ToString();
        C_EXP.text = Player_EXP.GetExperience().ToString();
        C_NEXP.text = (Player_EXP.GetNEXP()-Player_EXP.GetExperience()).ToString();
        C_Name.text = Player_Script.Player_Name;
        weapon.sprite = CI.Class_info[Player_Script.GetClassID()].weapon[Player_Script.GetWeaponLV()].icon;
        amror.sprite = CI.Class_info[Player_Script.GetClassID()].armor[Player_Script.GetAmrorLV()].icon;
        accer.sprite = CI.Class_info[Player_Script.GetClassID()].accessory[Player_Script.GetAccessoriesLV()].icon;
        C_PASP.text = Player_PF.GetComponent<PassiveSkillManager>().getAvailablePoints().ToString();
        select_current = 1;
        gem_selecting = false;
        passive_selecting = false;
        gem_system.manager = main_process.GetPlayerGemManager(playerid);
    }
コード例 #35
0
 void Start()
 {
     // Create a Deal Damage Component for us.
     DoDamage = gameObject.AddComponent<DealDamage>();
 }
コード例 #36
0
    void Awake()
    {
        damage = GetComponent<DealDamage>();

        InvincibilityCollider.enabled = false;
    }
コード例 #37
0
 void Awake()
 {
     dealDamage = GetComponent<DealDamage>();
 }
コード例 #38
0
 //setup
 void Awake()
 {
     GetComponent<AudioSource>().playOnAwake = false;
     dealDamage = GetComponent<DealDamage>();
 }
コード例 #39
0
    // setup
    void Awake()
    {
        // create single floorcheck in centre of object, if none are assigned
        if (!m_floorChecks)
        {
            m_floorChecks = new GameObject().transform;
            m_floorChecks.name = "FloorChecks";
            m_floorChecks.parent = transform;
            m_floorChecks.position = transform.position;
            GameObject check = new GameObject();
            check.name = "Check1";
            check.transform.parent = m_floorChecks;
            check.transform.position = transform.position;
            Debug.LogWarning("No 'floorChecks' assigned to PlayerMove script, so a single floorcheck has been created", m_floorChecks);
        }
        // assign player tag if not already
        if (tag != Tags.Player)
        {
            tag = Tags.Player;
            Debug.LogWarning("PlayerMove script assigned to object without the tag 'Player', tag has been assigned automatically", transform);
        }
        // usual setup
        m_mainCam = GameObject.FindGameObjectWithTag(Tags.MainCamera).transform;
        dealDamage = GetComponent<DealDamage>();
        characterMotor = GetComponent<CharacterMotor>();

        m_Collider = GetComponent<Collider>();

        // gets child objects of floorcheckers, and puts them in an array
        // later these are used to raycast downward and see if we are on the ground
        floorCheckers = new Transform[m_floorChecks.childCount];
        for (int i = 0; i < floorCheckers.Length; i++)
            floorCheckers[i] = m_floorChecks.GetChild(i);

        OriginalMaxAccel = m_accel;
        OriginalMaxSpeed = m_maxSpeed;
    }
コード例 #40
0
 // Use this for initialization
 void Start()
 {
     moveIncrement = new Vector3(1, -2, 0);
     dealDamage = GetComponent<DealDamage>();
     Destroy(gameObject, 5);
 }
コード例 #41
0
 public void Start()
 {
     dealDamage = GetComponent<DealDamage>();
     Destroy(transform.gameObject, TimeToLive);
 }
コード例 #42
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 // Use this for initialization
 void Start()
 {
     base.Start();
     ai = GetComponent<AI>();
     spike = MutationInstance.GetComponent<DealDamage>();
 }
コード例 #43
0
ファイル: Hazard.cs プロジェクト: BlinksTale/platformer
 //setup
 void Awake()
 {
     audio.playOnAwake = false;
     dealDamage = GetComponent<DealDamage>();
 }
コード例 #44
0
    /*
    void Awake()
    {
        if (player == null)
        {
            player = gameObject;
        }else if(player != gameObject)
        {
            Destroy(gameObject);
        }
    }*/
    void Start()
    {
        state = new StandingState();
        attackState = new IdleAttackState();
        animator = GetComponent<Animator>();
        skillManager = gameObject.AddComponent<SkillManager>();
        AttackCollider.SetActive(false);
        health = GetComponent<Health>();
        controller = GetComponent<MoveController>();
        crowdControllable = GetComponent<CrowdControllable>();
        mana = GetComponent<Mana>();
        attack = GetComponentInChildren<DealDamage>();
        defense = GetComponent<Defense>();
        attackController = GetComponent<AttackController>();
        gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);
        jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
        audiosource = GetComponent<AudioSource>();

        initialRegenTime = 6;
        regenTick = 2;

        DontDestroyOnLoad(gameObject);

        skill[0] = null;
        skill[1] = null;
        skill[2] = null;
        skill[3] = null;
        threatLevel = damageDealt = 0;

        GetComponent<ID>().setTime(false);
        CCI = GameObject.Find("Main Process").GetComponentInChildren<Character_Class_Info>();
        si = GameObject.Find("Main Process").GetComponentInChildren<Skill_info>();
        Fully_Update();
    }
コード例 #45
0
    // Use this for initialization
    void Start()
    {
        //We're supposed to be on the same gameobject as the PlayerMove,
        //CharacterMotor etc, so lets get them as reference!
        m_playerMove = GetComponent<PlayerMove>();
        m_characterMotor = GetComponent<CharacterMotor>();
        DoDamage = GetComponent<DealDamage>();
        m_Sliding = GetComponent<Sliding>();
        m_rigidBody = GetComponent<Rigidbody>();

        //Did you even make a PunchBox? Or you were lazy and didn't make one?
        if (!PunchHitBox)
        {
            GameObject GameObjectPunchHitBox = new GameObject();
            PunchHitBox = GameObjectPunchHitBox.AddComponent<BoxCollider>();
            GameObjectPunchHitBox.GetComponent<Collider>().isTrigger = true;
            GameObjectPunchHitBox.transform.parent = transform;
            //Let's place it a little but farther away from us.
            GameObjectPunchHitBox.transform.localPosition = new Vector3(0f, 0f, 1f);
            //It should Ignore Raycast so let's put it on layer 2.
            GameObjectPunchHitBox.layer = 2;
            Debug.LogWarning("You were too lazy to make a PunchHitBox so I made one for you, happy?", GameObjectPunchHitBox);
        }

        //Also lets turn off our PunchHitBox, we'll only turn that on while punching
        //so the Grabbing script doesn't get confused with it.
        //PunchHitBox.enabled = false;
    }
コード例 #46
0
 void Start()
 {
     dDamage = GetComponent<DealDamage>();
 }