public void HowlingSound() { CharAudio.PlayOneShot(Skill3Sound); }
public void FireBallSound() { CharAudio.PlayOneShot(Skill1Sound); }
public void MeteorStrikeSound() { CharAudio.PlayOneShot(Skill2Sound); }
public void AttackSound3() { CharAudio.PlayOneShot(attack3); }
public void FireBallCastSound() { CharAudio.PlayOneShot(fireBallCastSound); }
public void ArmageddonDestroySound() { CharAudio.PlayOneShot(ArmageddonFinishSound); }
public void SwordDanceSound() { CharAudio.PlayOneShot(Skill3Sound); weapon.SwordDanceEffectSound(); }
public void GiganticSwordSoundFinish() { CharAudio.PlayOneShot(giganticSwordFinishSound); }
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); }
public void SwordDanceFinishSound() { CharAudio.PlayOneShot(swordFinishSound); weapon.SwordDanceFinishEffectSound(); }
public void GiganticSwordSoundStart() { CharAudio.PlayOneShot(Skill4Sound); weapon.GiganticSwordSound(); }
public void CutOffSound() { CharAudio.PlayOneShot(Skill2Sound); weapon.CutOffEffectSound(); }
public void MealStromFinishSound() { CharAudio.PlayOneShot(mealStromFinishSound); }
public void MealStromSound() { CharAudio.PlayOneShot(Skill1Sound); weapon.MealstromEffectSound(); }
public void ArmageddonSound() { CharAudio.PlayOneShot(Skill4Sound); }
public void AttackSound1() { CharAudio.PlayOneShot(attack1); }
public void ManDie() { CharAudio.PlayOneShot(attack3); }
public void AttackSound2() { CharAudio.PlayOneShot(attack2); }
public void MeteorSound() { CharAudio.PlayOneShot(Meteor); }
public void AttackSound3() { CharAudio.PlayOneShot(attack3); weapon.AttackEffectSound3(); }