コード例 #1
0
    // Update is called once per frame
    void Update()
    {
        if (playerBuff.ATK_BUFF())
        {
            ATK_text.enabled = true;
        }
        else
        {
            ATK_text.enabled = false;
        }

        if (playerBuff.DFS_BUFF())
        {
            DPS_text.enabled = true;
        }
        else
        {
            DPS_text.enabled = false;
        }

        if (playerBuff.SPD_BUFF())
        {
            SPD_text.enabled = true;
        }
        else
        {
            SPD_text.enabled = false;
        }
    }
コード例 #2
0
    public void TakeUserDamage(int damage, Vector3 hitpoint)
    {
        if (isDead || clear.GetClear())
        {
            return;
        }
        damaged = true;

        if (playerBuff.DFS_BUFF())
        {
            damage = damage / 2;
        }

        cuurenthealth -= damage;

        healthSlider.value = cuurenthealth;

        damageText = Instantiate(damageText, new Vector3(0, 0, 0), Quaternion.Euler(0, 180, 0)) as GameObject;

        damageText.transform.parent = this.transform.FindChild("PlayerCanvas");

        damageText.GetComponent <Text>().text = "-" + damage;

        damageText.transform.localScale = new Vector3(1, 1, 1);

        damageText = Resources.Load("Prefabs/UI/DamageText") as GameObject;

        playerAudio.Play();

        HitParticle = Resources.Load("Prefabs/HitParticles") as GameObject;

        HitParticle = Instantiate(HitParticle, hitpoint, Quaternion.Euler(0, 0, 0)) as GameObject;

        if (cuurenthealth <= 0 && isDead == false)
        {
            Death();
        }
    }