//IEnumerator StopExpText() //{ // yield return new WaitForSeconds(1f); // expGainText.gameObject.SetActive(false); //} private void InitialLevelUp(int level) { var changeweapon = player.GetComponent <ChangeWeapon>(); for (int i = 0; i < level; i++) { lifeStat.stat += 10; strStat.stat += 10; dexStat.stat += 10; player.UpdateMaxLife(player.maxLife + 10 * 25f); changeweapon.str += 5; changeweapon.dex += 5; maxExp *= expFactor; } }
internal static void InternalOnTellBleeding(PlayerLife life) { BasePlayerEvents instance = life.GetComponent <BasePlayerEvents>(); BasePlayer rp = life.player.ToBasePlayer(); OnPlayerUpdateBleeding.TryInvoke(rp, life.isBleeding); instance.OnUpdateBleeding.TryInvoke(rp, life.isBleeding); }
internal static void InternalOnTellVirus(PlayerLife life) { BasePlayerEvents instance = life.GetComponent <BasePlayerEvents>(); BasePlayer rp = life.player.ToBasePlayer(); OnPlayerUpdateVirus.TryInvoke(rp, life.virus); instance.OnUpdateVirus.TryInvoke(rp, life.virus); }
internal static void InternalOnTellHealth(PlayerLife life) { BasePlayerEvents instance = life.GetComponent <BasePlayerEvents>(); BasePlayer rp = life.player.ToBasePlayer(); OnPlayerUpdateHealth.TryInvoke(rp, life.health); instance.OnUpdateHealth.TryInvoke(rp, life.health); }
internal static void InternalOnTellBroken(PlayerLife life) { UnturnedPlayerEvents instance = life.GetComponent <UnturnedPlayerEvents>(); UnturnedPlayer rp = UnturnedPlayer.FromPlayer(life.player); OnPlayerUpdateBroken.TryInvoke(rp, life.isBroken); instance.OnUpdateBroken.TryInvoke(rp, life.isBroken); }
internal static void InternalOnPlayerDeath(PlayerLife sender, EDeathCause cause, ELimb limb, CSteamID instigator) { UnturnedPlayerEvents instance = sender.GetComponent <UnturnedPlayerEvents>(); UnturnedPlayer rp = UnturnedPlayer.FromPlayer(sender.player); OnPlayerDeath.TryInvoke(rp, cause, limb, instigator); instance.OnDeath.TryInvoke(rp, cause, limb, instigator); }
internal static void InternalOnPlayerDied(PlayerLife sender, EDeathCause cause, ELimb limb, CSteamID instigator) { UnturnedPlayerEvents instance = sender.GetComponent <UnturnedPlayerEvents>(); UnturnedPlayer rp = UnturnedPlayer.FromPlayer(sender.player); // First parameter of tellDead was the "ragdoll" force prior to client adjustments. Unnecessary AFAIK. OnPlayerDead.TryInvoke(rp, Vector3.zero); instance.OnDead.TryInvoke(rp, Vector3.zero); }
IEnumerator RespawnPlayer(PlayerLife player) { yield return(new WaitForSeconds(player.TotalTimeRespawn)); player.gameObject.SetActive(true); var move = player.GetComponent <MoveCharController>(); move.ResetMovement(); player.OnRespawn.Invoke(player); m_matchStarted = true; }
internal static void InternalOnRevived(PlayerLife sender) { UnturnedPlayerEvents instance = sender.GetComponent <UnturnedPlayerEvents>(); UnturnedPlayer rp = UnturnedPlayer.FromPlayer(sender.player); // First parameter of tellLife was health. OnPlayerUpdateLife.TryInvoke(rp, sender.health); instance.OnUpdateLife.TryInvoke(rp, sender.health); // Ideally avoid using this angleToByte method in new code. Please. Vector3 position = sender.transform.position; byte angle = MeasurementTool.angleToByte(sender.transform.rotation.eulerAngles.y); OnPlayerRevive.TryInvoke(rp, position, angle); instance.OnRevive.TryInvoke(rp, position, angle); }