public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); float hpPc = skill.GetFloatInput("hp_pc"); float hpTime = skill.GetFloatInput("hp_time"); bool mastery = RollMastery(source); if (mastery) { hpTime *= 2; } Buff buff = new Buff(skill.data.Id.ToString(), null, Common.BonusType.increase_healing_speed_on_pc, hpTime, hpPc); source.Bonuses().SetBuff(buff, source); return(true); }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); var sourceTarget = source.Target(); bool settedOnTarget = false; float time = skill.GetFloatInput("time"); bool mastery = RollMastery(source); if (mastery) { time *= 2; } if (sourceTarget.targetObject) { var targetCharacter = sourceTarget.targetObject.Character(); if (targetCharacter) { var sourceCharacter = source.Character(); if (sourceCharacter.RelationTo(targetCharacter) == Common.FractionRelation.Friend) { var sourceWeapon = source.Weapon(); if (source.transform.DistanceTo(sourceTarget.targetObject.transform) <= sourceWeapon.optimalDistance) { var targetBonuses = sourceTarget.targetObject.Bonuses(); if (targetBonuses) { Buff buff = new Buff(skill.data.Id.ToString(), null, Common.BonusType.speed_debuff_immunity, time); targetBonuses.SetBuff(buff, source); settedOnTarget = true; } } } } } if (!settedOnTarget) { Buff buff = new Buff(skill.data.Id.ToString(), null, Common.BonusType.speed_debuff_immunity, time); source.Bonuses().SetBuff(buff, source); } return(true); }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); if (NotEnemyCheck(source, skill, info)) { return(false); } float dmgMult = skill.data.Inputs.Value <float>("dmg_mult"); float critChancePc = skill.data.Inputs.Value <float>("crit_chance_pc"); float critChanceTime = skill.data.Inputs.Value <float>("crit_chance_time"); int skillCount = skill.data.Inputs.Value <int>("skill_counter"); var sourceWeapon = source.GetComponent <BaseWeapon>(); var skills = source.GetComponent <PlayerSkills>(); bool mastery = RollMastery(source); if (mastery) { dmgMult *= 2; critChanceTime *= 2; } WeaponHitInfo hit; var shotInfo = sourceWeapon.Fire(out hit, skill.data.Id, dmgMult); if (hit.normalOrMissed) { if ((skills.lastSkill != skill.data.Id) || (skills.lastSkill == skill.data.Id && skills.sequenceSkillCounter < skillCount)) { Buff buff = new Buff(skill.data.Id.ToString() + skills.sequenceSkillCounter, null, BonusType.increase_crit_chance_on_cnt, critChanceTime, critChancePc); source.GetComponent <PlayerBonuses>().SetBuff(buff, source); } source.GetComponent <MmoMessageComponent>().SendShot(EventReceiver.OwnerAndSubscriber, shotInfo); return(true); } else { source.GetComponent <MmoMessageComponent>().SendShot(EventReceiver.OwnerAndSubscriber, shotInfo); return(false); } }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); info.SetSkillUseState(Common.SkillUseState.normal); if (ShotToEnemyRestricted(source, skill)) { info.SetSkillUseState(Common.SkillUseState.invalidTarget); return(false); } if (NotCheckDistance(source)) { info.SetSkillUseState(Common.SkillUseState.tooFar); return(false); } var targetObject = source.Target().targetObject; var sourceWeapon = source.Weapon(); var sourceBonuses = source.Bonuses(); WeaponHitInfo hit; float dmgMult = skill.GetFloatInput("dmg_mult"); float hpPc = skill.GetFloatInput("hp_pc"); bool mastery = RollMastery(source); if (mastery) { dmgMult *= 2; hpPc *= 2; } var shot = sourceWeapon.Fire(out hit, skill.data.Id, dmgMult); if (hit.normalOrMissed) { sourceWeapon.Heal(source, source.Damagable().maximumHealth *hpPc); source.MmoMessage().SendShot(Common.EventReceiver.OwnerAndSubscriber, shot); return(true); } else { source.MmoMessage().SendShot(Common.EventReceiver.ItemOwner, shot); return(false); } }
private void LoadPlayer(BasePlayer player) { if (player == null) { return; } PlayerData.PData pdata = PlayerData.Get(player); if (pdata == null) { Puts($"Loading for [{player.UserIDString}] has been delayed, waiting for the PlayerData plugin"); timer.Once(1f, () => LoadPlayer(player)); return; } // Remove the old homes first UnloadPlayer(player); Database.Query(Database.Build("SELECT * FROM skills WHERE user_id = @0;", pdata.id), records => { PlayerSkill pskill = new PlayerSkill(); string info = $"Player skills for [{pdata.id}:{player.UserIDString}]:\n"; foreach (var record in records) { string skill = Convert.ToString(record["skill"]); int xp = Convert.ToInt32(record["xp"]); int level = Convert.ToInt32(record["level"]); pskill.SetLevel(skill, level); pskill.SetXp(skill, xp); info += $"{skill}: Lv. {level} / Xp. {xp}\n"; } skills.Add(player.userID, pskill); // Puts(info.TrimEnd('\n')); CreateUI(player); }); }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); info.SetSkillUseState(SkillUseState.normal); if (!CheckForShotEnemy(source, skill)) { info.SetSkillUseState(SkillUseState.invalidTarget); return(false); } if (NotCheckDistance(source)) { info.SetSkillUseState(SkillUseState.tooFar); return(false); } float dmgMult = skill.data.Inputs.GetValue <float>("dmg_mult", 0f); float blockHealInterval = skill.data.Inputs.GetValue <float>("block_heal_interval", 0f); var weapon = source.GetComponent <BaseWeapon>(); WeaponHitInfo hit; bool mastery = RollMastery(source); if (mastery) { dmgMult *= 2; } var shot = weapon.Fire(out hit, skill.data.Id, dmgMult); if (hit.normalOrMissed) { if (mastery) { blockHealInterval *= 2; } Buff buff = new Buff(skill.data.Id.ToString(), null, BonusType.block_heal, blockHealInterval); source.GetComponent <PlayerTarget>().targetObject.GetComponent <PlayerBonuses>().SetBuff(buff, source); source.GetComponent <MmoMessageComponent>().SendShot(EventReceiver.OwnerAndSubscriber, shot); return(true); } else { source.GetComponent <MmoMessageComponent>().SendShot(EventReceiver.OwnerAndSubscriber, shot); return(false); } }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); info.SetSkillUseState(SkillUseState.normal); if (ShotToEnemyRestricted(source, skill)) { info.SetSkillUseState(SkillUseState.invalidTarget); return(false); } if (NotCheckDistance(source)) { info.SetSkillUseState(SkillUseState.tooFar); return(false); } float dmgMult = skill.GetFloatInput("dmg_mult"); float dmgPc = skill.GetFloatInput("dmg_pc"); float dmgTime = skill.GetFloatInput("time"); bool mastery = RollMastery(source); if (mastery) { dmgPc *= 2; dmgTime *= 2; info.SetMastery(true); } else { info.SetMastery(false); } WeaponHitInfo hit; var shot = source.Weapon().Fire(out hit, skill.data.Id, dmgMult); if (hit.normalOrMissed) { Buff critChanceDebuff = new Buff(skill.data.Id.ToString(), null, Common.BonusType.decrease_damage_on_pc, dmgTime, dmgPc); source.Target().targetObject.Bonuses().SetBuff(critChanceDebuff, source); source.MmoMessage().SendShot(Common.EventReceiver.OwnerAndSubscriber, shot); return(true); } return(false); }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); float time = skill.GetFloatInput("time"); bool mastery = RollMastery(source); if (mastery) { time *= 2; } source.Damagable().SetIgnoreDamage(time); Buff blockWeaponDebuff = new Buff(skill.id, null, Common.BonusType.block_weapon, time); source.Bonuses().SetBuff(blockWeaponDebuff, source); return(true); }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { bool result = base.TryCast(source, skill, out info); if (result) { var damagable = source.Damagable(); float hpPc = skill.GetFloatInput("hp_pc"); bool mastery = RollMastery(source); if (mastery) { hpPc *= 2; } //damagable.RestoreHealth(source, damagable.maximumHealth * hpPc); var heal = source.Weapon().HealSelf(damagable.maximumHealth * hpPc, skill.idInt); source.MmoMessage().SendHeal(Common.EventReceiver.OwnerAndSubscriber, heal); } return(result); }
/// <summary> /// skill setup for projectiles /// </summary> public TempPlayerSkill(PlayerSkill pSkill) { Amount = pSkill.UpgradableSkill.Amount; Range = pSkill.UpgradableSkill.Range; Cooldown = pSkill.UpgradableSkill.Cooldown; TargetAlly = pSkill.UpgradableSkill.TargetAlly; ProjectileSpeed = pSkill.UpgradableSkill.ProjectileSpeed; EnergyCost = pSkill.UpgradableSkill.EnergyCost; Piercing = pSkill.UpgradableSkill.Piercing; Bleed = pSkill.UpgradableSkill.Bleed; HealthOnHit = pSkill.UpgradableSkill.HealthOnHit; EnergyOnHit = pSkill.UpgradableSkill.EnergyOnHit; BaseSkill = pSkill; for (int i = 0; i < pSkill.Upgrades.Count; i++) { Upgrades.Add(pSkill.Upgrades[i], 0); } }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); if (!source) { return(false); } float optimalDistancePc = skill.data.Inputs.Value <float>("optimal_distance_pc"); float optimalDistanceTime = skill.data.Inputs.Value <float>("optimal_distance_time"); float radius = skill.data.Inputs.Value <float>("radius"); bool mastery = RollMastery(source); if (mastery) { optimalDistanceTime *= 2; } var sourceChar = source.GetComponent <CharacterObject>(); var items = (source.world as MmoWorld).GetItems((it) => { if (it.GetComponent <PlayerBonuses>() && it.GetComponent <CharacterObject>()) { float dist = source.transform.DistanceTo(it.transform); if (dist < radius) { if (sourceChar.RelationTo(it.GetComponent <CharacterObject>()) == FractionRelation.Friend) { return(true); } } } return(false); }); foreach (var p in items) { Buff buff = new Buff(skill.data.Id.ToString(), null, BonusType.increase_optimal_distance_on_pc, optimalDistanceTime, optimalDistancePc); p.Value.GetComponent <PlayerBonuses>().SetBuff(buff, source); } return(true); }
public static PlayerSkill LoadPlayerSkill() { string path = Application.persistentDataPath + "/skill.fun"; if (File.Exists(path)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Open); PlayerSkill data = formatter.Deserialize(stream) as PlayerSkill; stream.Close(); return(data); } else { Debug.LogError("Save file not found in " + path); return(null); } }
void Start() { inventoryActive = false; isDelay = false; isAttackable = true; controllable = true; status = GetComponent <PlayerStatus>(); playerMove = GetComponent <PlayerMove>(); playerAnimation = GetComponentInChildren <PlayerAnimation>(); playerAttack = GetComponentInChildren <PlayerAttack>(); playerSkill = GetComponentInChildren <PlayerSkill>(); ui = Camera.main.GetComponent <UI_Controller>(); moveDirection = Vector2.zero; spriteDirection = Vector2.down; firstDirection = Vector2.zero; //플레이어와 적 간의 물리적 충돌 무시 (밀림현상 방지) Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Enemy"), true); }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); info.SetSkillUseState(Common.SkillUseState.normal); if (ShotToEnemyRestricted(source, skill)) { info.SetSkillUseState(Common.SkillUseState.invalidTarget); return(false); } if (NotCheckDistance(source)) { info.SetSkillUseState(Common.SkillUseState.tooFar); return(false); } float speedPc = skill.GetFloatInput("speed_pc"); float speedTime = skill.GetFloatInput("speed_time"); var target = source.Target().targetObject; var targetMovable = target.Movable(); if (!targetMovable) { return(false); } bool mastery = RollMastery(source); if (mastery) { speedTime *= 2; info.SetMastery(true); } else { info.SetMastery(false); } Buff buff = new Buff(skill.data.Id.ToString(), null, Common.BonusType.decrease_speed_on_pc, speedTime, speedPc); target.Bonuses().SetBuff(buff, source); return(true); }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); if (NotEnemyCheck(source, skill, info)) { return(false); } var sourceWeapon = source.Weapon(); var targetObject = source.Target().targetObject; float damageMult = skill.GetFloatInput("dmg_mult"); bool mastery = RollMastery(source); if (mastery) { damageMult *= 2; } WeaponHitInfo hit; var shot = sourceWeapon.Fire(out hit, skill.data.Id, damageMult); if (hit.normalOrMissed) { Vector3 center = (source.transform.position + targetObject.transform.position) * 0.5f; float radius = source.transform.DistanceTo(targetObject.transform) * 0.5f; var skillComponent = source.GetComponent <Skill_0000045E_Component>(); if (skillComponent == null) { skillComponent = source.AddComponent <Skill_0000045E_Component>(); } skillComponent.SetSkill(center, radius, skill.data); source.MmoMessage().SendShot(Common.EventReceiver.OwnerAndSubscriber, shot); return(true); } else { source.MmoMessage().SendShot(Common.EventReceiver.ItemOwner, shot); return(false); } }
public IHttpActionResult PostPlayerSkill(int playerId, int skillId) { try { var playerSkill = new PlayerSkill { PlayerId = playerId, SkillId = skillId }; _context.PlayerSkills.AddOrUpdate(playerSkill); _context.SaveChanges(); return(Created("Ok", playerSkill)); } catch (Exception e) { return(InternalServerError(e)); } }
void sendToModerator(PlayerSkill ps) { float playerXPosition = transform.position.x; foreach (GameObject monster in monsterList) { float skeletonXPosition = monster.transform.GetChild(1).position.x; //Debug.Log(skeletonXPosition); //if monster in x range if (playerXPosition - skillXRange / 2 < skeletonXPosition && (playerXPosition + skillXRange > skeletonXPosition)) { // Debug.Log(skeletonXPosition); moderator.calculateDamage(ps, monster); moderator.calculateEffect(ps, monster); } } }
void Start() { player = GameObject.FindGameObjectsWithTag("Player")[0]; collider = gameObject.GetComponent <BoxCollider2D>() as BoxCollider2D; if (player == null || collider == null) { return; } skill = player.GetComponent <PlayerSkill>() as PlayerSkill; if (skill == null) { return; } collider.isTrigger = true; isTriggered = false; skill.switchTriggerEvent.AddListener(Trigger); }
/// <summary> /// NOTE : 버프형 스킬 실행중일때 버튼 이미지 fIllamount, 색상 변경 및 text 남은시간 표시 /// </summary> /// <param name="_skilldata"></param> /// <returns></returns> IEnumerator isRunningSkillImage(PlayerSkill _skilldata) { playerSc.isRunningSkillCooltime = true; skillCooltimeText.gameObject.SetActive(true); skillCooltimeImage.gameObject.SetActive(true); skillCooltimeImage.fillAmount = 0; skillCooltimeImage.color = gColor; float currentTime = _skilldata.durationTime; while (currentTime > 0) { currentTime -= Time.fixedDeltaTime; skillCooltimeText.text = "" + (int)currentTime; skillCooltimeImage.fillAmount += 1 * Time.deltaTime / _skilldata.durationTime; yield return(new WaitForFixedUpdate()); } skillCooltimeText.gameObject.SetActive(false); StartCoroutine(CoolTimeCoroutine(_skilldata.coolTime)); }
public void LearnSkill(string skillNum) { int levelNum = skillNum[0] - '0'; int chooseNum = skillNum[1] - '0'; if (skillTree[trace][levelNum] != 0) { return; } Debug.Log(skillTreeNum + " " + trace + " " + levelNum + " " + chooseNum); skill = SaveSystem.LoadPlayerSkill(); switch (skillTreeNum) { case 0: skill.RedTree[trace][levelNum] = chooseNum; break; case 1: skill.YellowTree[trace][levelNum] = chooseNum; break; case 2: skill.BlueTree[trace][levelNum] = chooseNum; break; } SaveSystem.SavePlayerSkill(skill); PlayerData player = SaveSystem.LoadPlayer(); Skill s = new Skill(); s.num = "" + skillTreeNum + trace + levelNum + chooseNum; s.name = "new"; s.icon = "1"; player.ALLSkills.Add(s); Debug.Log("add"); SaveSystem.SavePlayer(player); SkillLearnedCanvas.GetComponent <SkillsShowManager>().showSkills(); SwitchTree(skillTreeNum); }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); if (ShotToEnemyRestricted(source, skill)) { return(false); } var targetObject = source.Target().targetObject; var sourceShip = source.GetComponent <BaseShip>(); var targetShip = targetObject.GetComponent <BaseShip>(); if ((!sourceShip) || (!targetShip)) { return(false); } var sourceBonuses = source.Bonuses(); var targetBonuses = targetObject.Bonuses(); float time = skill.GetFloatInput("time"); bool mastery = RollMastery(source); if (mastery) { time *= 2; } //decrated skill do nothing (only for icons) Buff sourceDebuff = new Buff(skill.id, null, Common.BonusType.block_resist, time); sourceBonuses.SetBuff(sourceDebuff, source); sourceShip.BlockResist(time); //decorated skill do nothing (only for icons) Buff targetDebuff = new Buff(skill.id, null, Common.BonusType.block_resist, time); targetBonuses.SetBuff(targetDebuff, source); targetShip.BlockResist(time); return(true); }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); if (!CheckForShotEnemy(source, skill)) { return(false); } float dmgMult = skill.data.Inputs.Value <float>("dmg_mult"); float effectProb = skill.data.Inputs.Value <float>("effect_prob"); var sourceWeapon = source.GetComponent <BaseWeapon>(); var targetBonuses = source.GetComponent <PlayerTarget>().targetObject.GetComponent <PlayerBonuses>(); bool mastery = RollMastery(source); if (mastery) { dmgMult *= 2; effectProb *= 2; } WeaponHitInfo hit; var shotInfo = sourceWeapon.Fire(out hit, skill.data.Id, dmgMult); if (hit.normalOrMissed) { if (Rand.Float01() < effectProb) { BuffParameter prm = CommonUtils.GetRandomEnumValue <BuffParameter>(new List <BuffParameter>()); BonusType[] debuffs = BuffUtils.GetBuffsForParameter(prm); foreach (var dbf in debuffs) { targetBonuses.RemoveBuffs(dbf); } } source.GetComponent <MmoMessageComponent>().SendShot(EventReceiver.OwnerAndSubscriber, shotInfo); return(true); } else { source.GetComponent <MmoMessageComponent>().SendShot(EventReceiver.OwnerAndSubscriber, shotInfo); return(false); } }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); if (!source) { return(false); } float hpPc = skill.data.Inputs.Value <float>("hp_pc"); float hpTime = skill.data.Inputs.Value <float>("hp_time"); var sourceDamagable = source.GetComponent <DamagableObject>(); var hpVal = sourceDamagable.maximumHealth * hpPc; bool mastery = RollMastery(source); if (mastery) { hpTime *= 2; } sourceDamagable.SetRestoreHPPerSec(hpVal, hpTime, source.Id + skill.data.Id.ToString()); return(true); }
public void ChangeEffect(int i) { switch (i) { case 0: selectedSkill = PlayerSkill.Heal; break; case 1: selectedSkill = PlayerSkill.Defence; break; case 2: selectedSkill = PlayerSkill.Haste; break; default: break; } }
public void Make(NebulaObject source, PlayerSkill skill, float hpPc) { float radius = skill.GetFloatInput("radius"); /* * var items = GetHealTargets(source, source, skill.GetFloatInput("radius")); * float restoredHp = hpPc * source.Weapon().GetDamage(false).totalDamage; * * foreach(var pItem in items) { * pItem.Value.Damagable().RestoreHealth(source, restoredHp); * }*/ var weapon = source.Weapon(); float hp = weapon.GetDamage().totalDamage *hpPc; foreach (var pFriend in GetNearestFriends(source, radius)) { weapon.Heal(pFriend.Value, hp, skill.idInt, generateCrit: false); } }
public static MiCharacterInventory.ItemType GetAmmoType(PlayerSkill skill) { switch (skill) { case SkillSnipe _: return(MiCharacterInventory.ItemType.SnipeAmmo); case SkillGunAttackPlayer _: return(MiCharacterInventory.ItemType.GunAmmo); case SkillThrowGrenadeStun _: return(MiCharacterInventory.ItemType.KnockoutGrenade); case SkillThrowStraightMindControlDart _: return(MiCharacterInventory.ItemType.ControlDart); default: return(0); } }
public void InitSkillDict() { string path = "Assets/Text/SkillTable.csv"; var data = File.ReadLines(path).Select(x => x.Split(',')).ToArray(); for (int skill = 1; skill < data.Length; skill++) { Dictionary <PlayerAttribute, int> attributeConfRow = new Dictionary <PlayerAttribute, int>(); for (int attr = 1; attr < data[0].Length; attr++) { //the names of the attributes are in the first row PlayerAttribute currentAttr = CsvNameToAttributeEnum[data[0][attr]]; attributeConfRow.Add(currentAttr, int.Parse(data[skill][attr])); } //the names of the akills are in the first column PlayerSkill currentSkill = CsvNameToSkillEnum[data[skill][0]]; skillConfigurationDict.Add(currentSkill, attributeConfRow); } }
public override bool TryCast(NebulaObject source, PlayerSkill skill, out Hashtable info) { info = new Hashtable(); if (NotEnemyCheck(source, skill, info)) { return(false); } float dmgMult = skill.data.Inputs.Value <float>("dmg_mult"); float enPc = skill.data.Inputs.Value <float>("en_pc"); var sourceWeapon = source.GetComponent <BaseWeapon>(); bool mastery = RollMastery(source); if (mastery) { dmgMult *= 2; enPc *= 2; } WeaponHitInfo hit; var shotInfo = sourceWeapon.Fire(out hit, skill.data.Id, dmgMult); if (hit.normalOrMissed) { var energy = source.GetComponent <PlayerTarget>().targetObject.GetComponent <ShipEnergyBlock>(); if (energy) { float removedEnergy = energy.maximumEnergy * enPc; energy.RemoveEnergy(removedEnergy); } source.GetComponent <MmoMessageComponent>().SendShot(EventReceiver.OwnerAndSubscriber, shotInfo); return(true); } else { source.GetComponent <MmoMessageComponent>().SendShot(EventReceiver.OwnerAndSubscriber, shotInfo); return(false); } }
// Use this for initialization void Start() { layerActiveGround = 11; layerActiveItem = 10; layerActiveEnemy = 9; destinationPosition = this.transform.position; animationManager = this.GetComponent <AnimationManager>(); playerSkill = this.GetComponent <PlayerSkill>(); playerStatus = this.GetComponent <PlayerStatus>(); controller = this.GetComponent <CharacterController>(); flinchValue = 100; //Declare flinch value (if zero it will flinch) delayAttack = 100; //Declare delay 100 sec defaultColor = new Color[modelMesh.Count]; DeadSpawnPoint = GameObject.FindGameObjectWithTag("SpawnHero"); SetDefualtColor(); }
//For Special Enemies Checking // public GameObject tempura1; // public GameObject makiroll1; void Start() { if (SceneManager.GetActiveScene().buildIndex == 2) { f1Manager = FindObjectOfType <Fight1Manager>(); } else if (SceneManager.GetActiveScene().buildIndex == 4) { f2Manager = FindObjectOfType <Fight2Manager>(); } comboUI = GetComponent <ComboCounter>(); consumeCheck = GetComponent <EnemyHealthManager>(); consuming = false; healthCheck = gameObject.GetComponent <PlayerHealth>(); RightConsumeBox.SetActive(false); anim = GetComponent <Animator> (); skillScript = GetComponent <PlayerSkill> (); GameObject iconsHolder = GameObject.Find("HUDCanvas/AbilityIcons"); consumeIcon = iconsHolder.transform.GetChild(4).GetComponent <IconCoolDown>(); }
public static string GetPlayerSkillName(PlayerSkill skill, int bonus) { int index = (int)skill + bonus; if (index > 20) { index = 20; } return (HM.Resources.Constants.EnumNames.PlayerSkillNames[index]); }
private static void IncreasePlayerSkill(PlayerSkill pSkill, int value) { switch (pSkill) { case PlayerSkill.Knowledge: { Player.Instance.KnowledgeSkills += value; break; } case PlayerSkill.Presentation: { Player.Instance.PresentationSkills += value; break; } case PlayerSkill.Media: { Player.Instance.MediaSkills += value; break; } default: { throw new ArgumentOutOfRangeException(); } } }
public PlayerProfileSkill(PlayerSkill playerSkill, ProfileSkillPriority profileSkillPriority) { Skill = playerSkill; SkillPriority = profileSkillPriority; }
public static string GetPlayerSkillName(PlayerSkill skill) { return (HM.Resources.Constants.EnumNames.PlayerSkillNames[(int)skill]); }