public void takeDamage(int damage) { Debug.Log(myLocation); if (damage == 0) { return; } if (myLocation == location.board) { DamageEffect.CreateDamageEffect(myPlayerCard, damage); } else { DamageEffect.CreateDamageEffect(Doctor, damage); } Hp -= damage; setStatusEffectColors(); if (Hp <= 0) { Die(); } }
void Update() { if (Input.GetKeyDown(KeyCode.A)) { DamageEffect.CreateDamageEffect(transform.position, Random.Range(1, 7)); } }
public void TakeDamage(int amount, int healthAfter) { if (amount > 0) { DamageEffect.CreateDamageEffect(transform.position, amount); HealthText.text = healthAfter.ToString(); } }
public void TakeDamage(int amount, int healthAfter) { if (amount != 0) { DamageEffect.CreateDamageEffect(transform.position, amount); HealthText.text = System.Math.Min(healthAfter, charAsset.MaxHealth).ToString(); } }
public void TakeDamage(int amount, int healthAfter) //metoda przypisująca nową wartość życia { if (amount > 0) //jeśli atak jest większy od 0 { DamageEffect.CreateDamageEffect(transform.position, amount); HealthText.text = healthAfter.ToString(); //przypisanie nowej wartości życia } }
public void TakeDamage(int amount, int healthAfter) { if (amount != 0) { DamageEffect.CreateDamageEffect(transform.position, amount); healthText.text = previewManager.HealthText.text = healthAfter.ToString(); } DebugManager.Instance.DebugMessage(string.Format("{0} takes {1} damage, leaving it at {2}!", cardAsset.name, amount, healthAfter), DebugManager.MessageType.Game); }
public void TakeDamage(int amount, int healthAfter, int armorAfter) { if (amount != 0) { // TODO DamageEffect.CreateDamageEffect(transform.position, amount); HealthText.text = healthAfter.ToString(); //Shield (armorAfter); } }
public void TakeDamage(int amount, int healthAfter, int armorAfter) { if (armorAfter == 0) { ArmorIcon.SetActive(false); } if (amount > 0) { DamageEffect.CreateDamageEffect(transform.position, amount); HealthText.text = healthAfter.ToString(); ArmorText.text = armorAfter.ToString(); } }
/// <summary> /// Crea el daño visual en la criatura. /// </summary> /// <param name="daño">Daño.</param> /// <param name="vida">Vida.</param> public void HacerDaño(int daño, int vida) { if (vida > 0) { DamageEffect.CreateDamageEffect(transform.position, vida, daño); if (ConfiguracionUsuario.Instance.ConfiguracionBatalla.Equals(ConfiguracionUsuario.TIPO_CONFIGURACION.ENTERO)) { HealthText.text = (vida - daño).ToString(); } else { HealthText.text = ConfiguracionUsuario.ObtenerPorcentaje((vida - daño), CartaAsset.Defensa); } } }
public void TakeDamage(int amount, int healthAfter, int armorAfter) { Debug.Log("Il a " + healthAfter + " HP et " + armorAfter + " armure. Dans OneCreatureManager"); /*if (amount > 0) * {*/ if (armorAfter == 0) { ArmorIcon.SetActive(false); } DamageEffect.CreateDamageEffect(transform.position, amount); //} HealthText.text = healthAfter.ToString(); ArmorText.text = armorAfter.ToString(); }
public void AttackTarget(int targetUniqueID, int damageTakenByTarget, int damageTakenByAttacker, int attackerHealthAfter, int targetHealthAfter) { Debug.Log(targetUniqueID); manager.CanAttackNow = false; GameObject target = IDHolder.GetGameObjectWithID(targetUniqueID); // bring this creature to front sorting-wise. w.BringToFront(); VisualStates tempState = w.VisualState; w.VisualState = VisualStates.Transition; transform.DOMove(target.transform.position, 0.5f).SetLoops(2, LoopType.Yoyo).SetEase(Ease.InCubic).OnComplete(() => { if (damageTakenByTarget > 0) { DamageEffect.CreateDamageEffect(target.transform.position, damageTakenByTarget); } if (damageTakenByAttacker > 0) { DamageEffect.CreateDamageEffect(transform.position, damageTakenByAttacker); } if (targetUniqueID == GlobalSettings.Instance.LowPlayer.PlayerID || targetUniqueID == GlobalSettings.Instance.TopPlayer.PlayerID) { // target is a player target.GetComponent <PlayerPortraitVisual>().HealthText.text = targetHealthAfter.ToString(); } else { target.GetComponent <CreatureManager>().HealthText.text = targetHealthAfter.ToString(); } w.SetTableSortingOrder(); w.VisualState = tempState; manager.HealthText.text = attackerHealthAfter.ToString(); Sequence s = DOTween.Sequence(); s.AppendInterval(1f); s.OnComplete(Command.CommandExecutionComplete); //Command.CommandExecutionComplete(); }); }
public void AttackTarget(int targetUniqueID, int damageTakenByTarget, int damageTakenByAttacker, int attackerHealthAfter, int targetHealthAfter) { Debug.Log(targetUniqueID); //wypisuje na konsoli ID karty manager.CanAttackNow = false; //po wyłożeniu karty blokuje możliwość ataku daną kartą GameObject target = IDHolder.GetGameObjectWithID(targetUniqueID); //przypisuje // przypisz temu stworowi pierwszeństwo w.BringToFront(); VisualStates tempState = w.VisualState; w.VisualState = VisualStates.Transition; transform.DOMove(target.transform.position, 0.5f).SetLoops(2, LoopType.Yoyo).SetEase(Ease.InCubic).OnComplete(() => { if (damageTakenByTarget > 0) { DamageEffect.CreateDamageEffect(target.transform.position, damageTakenByTarget); //tworzenie wyglądu ataku atakującego } if (damageTakenByAttacker > 0) { DamageEffect.CreateDamageEffect(transform.position, damageTakenByAttacker); //tworzenie wyglądu ataku broniącego się } if (targetUniqueID == GlobalSettings.Instance.LowPlayer.PlayerID || targetUniqueID == GlobalSettings.Instance.TopPlayer.PlayerID) { // celem jest gracz target.GetComponent <PlayerPortraitVisual>().HealthText.text = targetHealthAfter.ToString(); } else { target.GetComponent <OneCreatureManager>().HealthText.text = targetHealthAfter.ToString(); //celem jest potwór } w.SetTableSortingOrder(); //ustawienie sortowania na stole w.VisualState = tempState; //przypisuje wartości tymczasowe w danym miejscu manager.HealthText.text = attackerHealthAfter.ToString(); Sequence s = DOTween.Sequence(); s.AppendInterval(1f); s.OnComplete(Command.CommandExecutionComplete); //Command.CommandExecutionComplete(); }); }
private IEnumerator DoCasualtiesCoroutine() { yield return(new WaitForSeconds(.2f)); GameLogicEvents.eventRemoveSingleEffects.Invoke(); if (Game.instance.Casualties > 0) { Vector2 pos = Visual.instance.LossCounter.transform.localPosition; DamageEffect.CreateDamageEffect(pos, Game.instance.Casualties); } List <OneCardManager> curEnc = Visual.instance.GetCurrentEncounter(); foreach (OneCardManager cm in curEnc) { yield return(new WaitForSeconds(EndTurn.SmallAmountOfTime)); bool isResolved = cm.cardAsset.resolved == ResolvedType.resolved_win; if (isResolved) { VisualTool.DiscardCardToWinningPile(cm); } else { VisualTool.DiscardCardToDiscardPile(cm); } } yield return(new WaitForSeconds(TimeMovement1 + DelayTime)); Debug.Log("CommandDoCasualties"); GameLogicModifyGame.DoCasualties(); GameLogicEvents.eventUpdateLossCounter.Invoke(); GameLogicEvents.eventUpdateCrewCounter.Invoke(); Command.CommandExecutionComplete(); }
public void TakeDamage(int amount, int healthAfter) { DamageEffect.CreateDamageEffect(transform.position, amount); HealthText.text = healthAfter.ToString(); DebugManager.Instance.DebugMessage(string.Format("{0} player takes {1} damage, leaving them at {2}!", owner, amount, healthAfter), DebugManager.MessageType.Game); }
public override void StartCommandExecution() { DamageEffect.CreateDamageEffect(targetMonster.transform.position, damage); Command.CommandExecutionComplete(); }