コード例 #1
0
        void Start()
        {
            hurtJumpAngle      = Mathf.Clamp(hurtJumpAngle, k_MinHurtJumpAngle, k_MaxHurtJumpAngle);
            m_TanHurtJumpAngle = Mathf.Tan(Mathf.Deg2Rad * hurtJumpAngle);
            m_FlickeringWait   = new WaitForSeconds(flickeringDuration);

            meleeDamager.DisableDamage();

            m_ShotSpawnGap  = 1f / shotsPerSecond;
            m_NextShotTime  = Time.time;
            m_ShotSpawnWait = new WaitForSeconds(m_ShotSpawnGap);

            if (!Mathf.Approximately(maxHorizontalDeltaDampTime, 0f))
            {
                float maxHorizontalDelta = maxSpeed * cameraHorizontalSpeedOffset + cameraHorizontalFacingOffset;
                m_CamFollowHorizontalSpeed = maxHorizontalDelta / maxHorizontalDeltaDampTime;
            }

            if (!Mathf.Approximately(maxVerticalDeltaDampTime, 0f))
            {
                float maxVerticalDelta = cameraVerticalInputOffset;
                m_CamFollowVerticalSpeed = maxVerticalDelta / maxVerticalDeltaDampTime;
            }

            SceneLinkedSMB <PlayerCharacter> .Initialise(m_Animator, this);

            m_StartingPosition   = transform.position;
            m_StartingFacingLeft = GetFacing() < 0.0f;
        }
コード例 #2
0
 public void EndAttack()
 {
     if (meleeDamager != null)
     {
         meleeDamager.gameObject.SetActive(false);
         meleeDamager.DisableDamage();
     }
 }
コード例 #3
0
 //llamado con un evento en la animacion de ataque del enemigo chomper
 public void EndAttack()
 {
     if (meleeDamager != null)
     {
         meleeDamager.gameObject.SetActive(false);//desactive el transform
         meleeDamager.DisableDamage();
     }
 }
コード例 #4
0
        void Start()
        {
            hurtJumpAngle      = Mathf.Clamp(hurtJumpAngle, k_MinHurtJumpAngle, k_MaxHurtJumpAngle);
            m_TanHurtJumpAngle = Mathf.Tan(Mathf.Deg2Rad * hurtJumpAngle);
            m_FlickeringWait   = new WaitForSeconds(flickeringDuration);

            meleeDamager.DisableDamage();

            //Ada Script
            ExperienceBar       = GameObject.Find("ExperienceBar");
            ExperienceBarSlider = GameObject.Find("ExperienceBarSlider");
            XpBarFill           = GameObject.Find("XpBarFill");
            staminaBarFill      = GameObject.Find("staminaBarFill");
            staminaBarSlider    = GameObject.Find("staminaBarSlider");
            manaBarFill         = GameObject.Find("manaBarFill");
            manaBarSlider       = GameObject.Find("manaBarSlider");
            levelUpText         = GameObject.Find("levelUpText");
            levelUpText.SetActive(false);
            theSound = gameObject.AddComponent <AudioSource>();

            HealthUI.ChangeHitPointUI(damageable);

            currentExperience = 0;
            characterLevel    = 1;
            ExperienceBar.GetComponent <Text>().text  = "" + characterLevel;
            XpBarFill.GetComponent <Text>().text      = currentExperience + " / " + levelUpAmount;
            staminaBarFill.GetComponent <Text>().text = stamina + " / 100";
            manaBarFill.GetComponent <Text>().text    = mana + " / 100";

            InvokeRepeating("RegenerationTick", 0.0f, 1.0f);
            //EndOf Ada Script


            m_ShotSpawnGap  = 1f / shotsPerSecond;
            m_NextShotTime  = Time.time;
            m_ShotSpawnWait = new WaitForSeconds(m_ShotSpawnGap);

            if (!Mathf.Approximately(maxHorizontalDeltaDampTime, 0f))
            {
                float maxHorizontalDelta = maxSpeed * cameraHorizontalSpeedOffset + cameraHorizontalFacingOffset;
                m_CamFollowHorizontalSpeed = maxHorizontalDelta / maxHorizontalDeltaDampTime;
            }

            if (!Mathf.Approximately(maxVerticalDeltaDampTime, 0f))
            {
                float maxVerticalDelta = cameraVerticalInputOffset;
                m_CamFollowVerticalSpeed = maxVerticalDelta / maxVerticalDeltaDampTime;
            }

            SceneLinkedSMB <PlayerCharacter> .Initialise(m_Animator, this);

            m_StartingPosition   = transform.position;
            m_StartingFacingLeft = GetFacing() < 0.0f;
        }
コード例 #5
0
 public void DisableDamage()
 {
     if (meleeDamager != null)
     {
         meleeDamager.DisableDamage();
     }
     if (contactDamager != null)
     {
         contactDamager.DisableDamage();
     }
 }
コード例 #6
0
 //Deshabilitar Daño
 public void DisableDamage()
 {
     if (meleeDamager != null)
     {
         meleeDamager.DisableDamage(); //Deshabilite el daño cuerpo a cuerpo
     }
     if (contactDamager != null)
     {
         contactDamager.DisableDamage(); //Deshabilite el daño por contacto
     }
 }
コード例 #7
0
 public void DisableMeleeAttack()
 {
     meleeDamager.DisableDamage();
 }
コード例 #8
0
 //Habilitado por Script MeleeAttack en Behaviour del estado MeleeAttack al entrar al estado
 public void DisableMeleeAttack()
 {
     meleeDamager.DisableDamage();//Deshablite el daño cuerpo a cuerpo
 }