public void SaySomething() { if (transform.CompareTag("Player")) { string message = Speech.GetSpeech(EnumAction.PLAYER_DURINGFIGHT, EnumLevel.ANY); SaySomething(message, SpeechBubbleManager.SpeechbubbleType.SERIOUS); } else { string message = Speech.GetSpeech(EnumAction.MINOTAUR_DURINGFIGHT, EnumLevel.ANY); SaySomething(message, SpeechBubbleManager.SpeechbubbleType.ANGRY); } }
public void AxeWind() { if (axeWindCount == 5) { SpeechBubbleManager.Instance.AddSpeechBubble (transform, Speech.GetSpeech(EnumAction.MINOTAUR_AXEWIND, EnumLevel.ANY), SpeechBubbleManager.SpeechbubbleType.ANGRY); axeWindCount = 0; } ++axeWindCount; AudioManager.Instance.PlayRandomSfx3D("items_sword_hit_nothing", ref audio); }
public void TakeDamage(Damager damager, bool ignoreInvincible = false) { if ((m_Invulnerable && !ignoreInvincible) || m_CurrentHealth <= 0) { return; } //we can reach that point if the damager was one that was ignoring invincible state. //We still want the callback that we were hit, but not the damage to be removed from health. if (!m_Invulnerable) { m_CurrentHealth -= damager.damage; OnHealthSet.Invoke(this); } m_DamageDirection = transform.position + (Vector3)centreOffset - damager.transform.position; OnTakeDamage.Invoke(damager, this); OnTakeDamageBt.Invoke(damager, this); if (gameObject.CompareTag("Player")) { SpeechBubbleManager.Instance.AddSpeechBubble (transform, Speech.GetSpeech(EnumAction.PLAYER_TAKESDAMAGE, EnumLevel.ANY)); } else if (gameObject.CompareTag("Minotaur")) { SpeechBubbleManager.Instance.AddSpeechBubble (transform, Speech.GetSpeech(EnumAction.MINOTAUR_TAKESDAMAGE, EnumLevel.ANY), SpeechBubbleManager.SpeechbubbleType.ANGRY); } if (m_CurrentHealth <= 0) { OnDie.Invoke(damager, this); m_ResetHealthOnSceneReload = true; EnableInvulnerability(); if (disableOnDeath) { gameObject.SetActive(false); } } }
public void Dash() { DashSkill.Execute(); VikingCrewTools.UI.SpeechBubbleManager.Instance.AddSpeechBubble (transform, Speech.GetSpeech(EnumAction.PLAYER_DASH, EnumLevel.ANY)); }