예제 #1
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 public void HowlingSound()
 {
     CharAudio.PlayOneShot(Skill3Sound);
 }
예제 #2
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 public void FireBallSound()
 {
     CharAudio.PlayOneShot(Skill1Sound);
 }
예제 #3
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 public void MeteorStrikeSound()
 {
     CharAudio.PlayOneShot(Skill2Sound);
 }
예제 #4
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 public void AttackSound3()
 {
     CharAudio.PlayOneShot(attack3);
 }
예제 #5
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 public void FireBallCastSound()
 {
     CharAudio.PlayOneShot(fireBallCastSound);
 }
예제 #6
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 public void ArmageddonDestroySound()
 {
     CharAudio.PlayOneShot(ArmageddonFinishSound);
 }
예제 #7
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 public void SwordDanceSound()
 {
     CharAudio.PlayOneShot(Skill3Sound);
     weapon.SwordDanceEffectSound();
 }
예제 #8
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 public void GiganticSwordSoundFinish()
 {
     CharAudio.PlayOneShot(giganticSwordFinishSound);
 }
예제 #9
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    public override void HitDamage(int _damage)
    {
        if (!poweroverwhelming)
        {
            Debug.Log(characterStatus.HealthPoint);
            if (characterStatus.SkillLevel [5] < 4)
            {
                if (charAlive)
                {
                    characterStatus.SkillLevel [4] = 3;
                    int chance = (characterStatus.SkillLevel [4]) * 25;
                    int superArmor;
                    superArmor = Random.Range(0, 100);

                    if (characterStatus.HealthPoint > 0)
                    {
                        characterStatus.DecreaseHealthPoint(_damage);

                        if (chance > superArmor)
                        {
                            if (State != CharacterState.Skill1 && State != CharacterState.Skill2 && State != CharacterState.Skill3 && State != CharacterState.Skill4)
                            {
                                CharState((int)CharacterState.HitDamage);
                            }
                            else
                            {
                                //ArmorEffect
                                Debug.Log("in superA");
                                superArmorEffect = Instantiate(Resources.Load <GameObject> ("Effect/MagicionPassive2"), new Vector3(transform.position.x, transform.position.y + 1.0f, transform.position.z), Quaternion.Euler(90, 0, 90)) as GameObject;
                                Destroy(superArmorEffect, 0.5f);
                            }
                        }
                        else
                        {
                            CharState((int)CharacterState.HitDamage);
                        }
                    }
                    else if (characterStatus.HealthPoint <= 0)
                    {
                        CharState((int)CharacterState.Death);
                        charAlive = false;
                    }
                }
            }
            else if (characterStatus.SkillLevel [5] == 4)
            {
                Debug.Log(characterStatus.HealthPoint);
                if (charAlive)
                {
                    if (characterStatus.HealthPoint > 0)
                    {
                        characterStatus.DecreaseHealthPoint(_damage);

                        CharState((int)CharacterState.HitDamage);

                        if (State != CharacterState.Skill1 && State != CharacterState.Skill2 && State != CharacterState.Skill3 && State != CharacterState.Skill4)
                        {
                            CharState((int)CharacterState.HitDamage);
                        }
                    }
                    else if (characterStatus.HealthPoint <= 0)
                    {
                        CharState((int)CharacterState.Death);
                        CharAudio.PlayOneShot(Skill1Sound);

                        charAlive = false;
                    }
                }
            }
        }
        UIManager.Instance.BattleUIManager.hpBarCalculation(characterStatus.MaxHealthPoint, characterStatus.HealthPoint);
    }
예제 #10
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 public void SwordDanceFinishSound()
 {
     CharAudio.PlayOneShot(swordFinishSound);
     weapon.SwordDanceFinishEffectSound();
 }
예제 #11
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 public void GiganticSwordSoundStart()
 {
     CharAudio.PlayOneShot(Skill4Sound);
     weapon.GiganticSwordSound();
 }
예제 #12
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 public void CutOffSound()
 {
     CharAudio.PlayOneShot(Skill2Sound);
     weapon.CutOffEffectSound();
 }
예제 #13
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 public void MealStromFinishSound()
 {
     CharAudio.PlayOneShot(mealStromFinishSound);
 }
예제 #14
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 public void MealStromSound()
 {
     CharAudio.PlayOneShot(Skill1Sound);
     weapon.MealstromEffectSound();
 }
예제 #15
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 public void ArmageddonSound()
 {
     CharAudio.PlayOneShot(Skill4Sound);
 }
예제 #16
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 public void AttackSound1()
 {
     CharAudio.PlayOneShot(attack1);
 }
예제 #17
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 public void ManDie()
 {
     CharAudio.PlayOneShot(attack3);
 }
예제 #18
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 public void AttackSound2()
 {
     CharAudio.PlayOneShot(attack2);
 }
예제 #19
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 public void MeteorSound()
 {
     CharAudio.PlayOneShot(Meteor);
 }
예제 #20
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 public void AttackSound3()
 {
     CharAudio.PlayOneShot(attack3);
     weapon.AttackEffectSound3();
 }