public void Jump(CharacterInterface character) { if (character._State != CharacterInterface.State.Full && character._State != CharacterInterface.State.Hurt) { Player.GetComponent <Animator>().SetBool("Jump", true); } }
public void Attack(CharacterInterface character) { if (character._State == CharacterInterface.State.norml) { Player.GetComponent <Animator>().SetBool("Atk1", true); character._State = CharacterInterface.State.Fight; } }
public void EnemyDie(CharacterInterface enemy) { if (enemy._ID == this.TargetID) { GoalSchedule++; GoalProgess(); } }
public static void EnemyDie(CharacterInterface enemy) { if (EnemyEventHandler != null) { EnemyEventHandler(enemy); Debug.Log(enemy._ID); } }
public void MoveBack(CharacterInterface character) { if (!character.CantMoveL) { obj.transform.Translate(Vector2.left * speed * Time.deltaTime); } obj.GetComponent <SpriteRenderer>().flipX = true; anim.SetBool("Move", true); }
public void OnHit(CharacterInterface character) { if (character._State != CharacterInterface.State.Hurt) { player.GetComponent <Animator>().Play("Hurt"); character.Iinvincible = true; character._State = CharacterInterface.State.Hurt; } }
public void Update() { hitBox = Physics2D.BoxCast((Vector2)transform.position + HitRect.center, HitRect.size, 0, new Vector2(0, 0), 0, ~RayLayer); if (hitBox.collider != null) { CharacterInterface defendCharacter = hitBox.collider.GetComponent <Character>().character; GameSystem.instance.Battle(atkCharacter.character, defendCharacter); } }
public void StateDo(CharacterInterface character) { switch (character._State) { case CharacterInterface.State.Full: anim.SetBool("Full", true); break; case CharacterInterface.State.norml: anim.SetBool("Full", false); break; } }
public void EndAction(CharacterInterface character) { if (character._State == CharacterInterface.State.Hurt) { anim.SetTrigger("Hurt"); } anim.Play("StandAnim"); anim.SetBool("Full", false); anim.SetBool("Walk", false); anim.SetBool("WalkB", false); anim.SetBool("Atk1", false); anim.SetBool("Jump", false); character._State = CharacterInterface.State.norml; }
public void Move(CharacterInterface character) { if (character._State != CharacterInterface.State.Fight && character._State != CharacterInterface.State.Hurt) { if (!character.CantMoveR) { Player.transform.Translate(Vector2.right * speed * Time.deltaTime); } if (character._State != CharacterInterface.State.Jump) { Player.GetComponent <Animator>().SetBool("Walk", true); Player.GetComponent <Animator>().SetBool("WalkB", false); } } }
protected virtual void Start() { animator = gfx.GetComponent <Animator>(); spriteRenderer = gfx.GetComponent <SpriteRenderer>(); charInterface = GetComponent <CharacterInterface>(); spriteMaterial = spriteRenderer.material; animator.runtimeAnimatorController = characterClass.controller; baseStats = characterClass.baseStats.Clone(); UpdateStats(); currentHP = currentStats.Get(StatType.MaxHP); StartCoroutine(LateStartCR()); }
void Start() { anim = this.GetComponent <Animator>(); switch (_CharacterSort) { case CharacterSort.player: character = new Player(ID, GID, Hp, Atk, Speed, gameObject); break; case CharacterSort.enemy: character = new Enemy(ID, GID, Hp, Atk, Speed, enemyEnum, gameObject); break; case CharacterSort.npc: character = new Npc(ID, GID, Hp, Atk, Speed, TalkCount, gameObject); break; } }
// Use this for initialization void Start() { NowCharacter_Interface = new CharacterInterface(); NowCharacter_Interface.Chracter_HP = 100; NowCharacter_Interface.Character_Name = "Emma"; NowCharacter_Interface.Character_MP = 100; NowCharacter_Interface.Character_Level = 2; NowCharacter_Interface.Magic_Attack = 100; NowCharacter_Interface.Skill_Info_Table = new Dictionary <int, CharacterInfo.Skill_Info>(100); CharacterInfo.Skill_Info TestSkill; TestSkill.Skill_Name = "A"; TestSkill.Skill_ID = 1; TestSkill.Skill_Type = CharacterInfo.SkillType.ACTIVE; TestSkill.Info = "테스트 스킬입니다."; TestSkill.Skill_CoolTime = 1.5f; NowCharacter_Interface.Skill_Info_Table.Add(1, TestSkill); }
public void NpcHaveEvents(CharacterInterface npc) { foreach (Quest quest in questList) { if (quest.StartNpc == npc._ID && quest.State == 0) { dialogueSystem.instance.QuestStartNpc.Add(quest); } if (quest.EndNpc == npc._ID && quest.State > 0 && quest.State < 2) { dialogueSystem.instance.QuestEndNpc.Add(quest); } /*for (int i=0;i<quest.Goals.Count;i++) * { * if (quest.Goals[i].TargetID == npc._ID && quest.State >0 && !quest.Goals[i].Complete) * { * * } * }*/ } }
public void EndIinvincible(CharacterInterface character) { anim.ResetTrigger("Hurt"); character.Iinvincible = false; }
public abstract void Dead(CharacterInterface character);
public void EndAttack(CharacterInterface character) { character._State = CharacterInterface.State.norml; Player.GetComponent <Animator>().SetBool("Atk1", false); }
public void Attack(CharacterInterface character) { anim.SetBool("Attack", true); }
public void EndAttack(CharacterInterface character) { anim.SetBool("Attack", false); }
public void OnHit(CharacterInterface _character) { anim.SetBool("Hurt", true); character = _character; }
public void EndAction(CharacterInterface character) { anim.SetBool("Move", false); }
public void Move(CharacterInterface character) { EnemyObj.transform.Translate(Vector2.right * speed * Time.deltaTime); }
public override void Dead(CharacterInterface character) { QuestEventSystem.EnemyDie(character); Destroy(characterObj); }
public void MoveBack(CharacterInterface character) { }
public void Battle(CharacterInterface attackCharacter, CharacterInterface defendCharacter) { defendCharacter.Hp -= attackCharacter.Atk; defendCharacter.OnHit(); }
public Test1AI(CharacterInterface _character, GameObject _characterObj) { character = _character; characterObj = _characterObj; }
public void EndIinvincible(CharacterInterface character) { }