public static List <DamageOverlay> GetOverlays(Building b) { overlays.Clear(); overlaysWorkingList.Clear(); overlaysWorkingList.AddRange(GetAvailableOverlays(b)); if (!overlaysWorkingList.Any()) { return(overlays); } Rand.PushState(); Rand.Seed = Gen.HashCombineInt(b.thingIDNumber, 1958376471); int damageOverlaysCount = GetDamageOverlaysCount(b, b.HitPoints); for (int i = 0; i < damageOverlaysCount; i++) { if (!overlaysWorkingList.Any()) { break; } DamageOverlay item = overlaysWorkingList.RandomElement(); overlaysWorkingList.Remove(item); overlays.Add(item); } Rand.PopState(); return(overlays); }
public static List <DamageOverlay> GetOverlays(Building b) { BuildingsDamageSectionLayerUtility.overlays.Clear(); BuildingsDamageSectionLayerUtility.overlaysWorkingList.Clear(); BuildingsDamageSectionLayerUtility.overlaysWorkingList.AddRange(BuildingsDamageSectionLayerUtility.GetAvailableOverlays(b)); List <DamageOverlay> result; if (!BuildingsDamageSectionLayerUtility.overlaysWorkingList.Any <DamageOverlay>()) { result = BuildingsDamageSectionLayerUtility.overlays; } else { Rand.PushState(); Rand.Seed = Gen.HashCombineInt(b.thingIDNumber, 1958376471); int damageOverlaysCount = BuildingsDamageSectionLayerUtility.GetDamageOverlaysCount(b, b.HitPoints); for (int i = 0; i < damageOverlaysCount; i++) { if (!BuildingsDamageSectionLayerUtility.overlaysWorkingList.Any <DamageOverlay>()) { break; } DamageOverlay item = BuildingsDamageSectionLayerUtility.overlaysWorkingList.RandomElement <DamageOverlay>(); BuildingsDamageSectionLayerUtility.overlaysWorkingList.Remove(item); BuildingsDamageSectionLayerUtility.overlays.Add(item); } Rand.PopState(); result = BuildingsDamageSectionLayerUtility.overlays; } return(result); }
// Use this for initialization void Start() { overlay = GameObject.FindGameObjectWithTag("HitOverlay").GetComponent <DamageOverlay>(); currentHealth = totalHealth; respawn = gameObject.GetComponent <Respawn>(); if (respawn == null) { canRespawn = false; } else { canRespawn = true; } audioSource = GetComponent <AudioSource>(); particleR = Resources.Load <GameObject>("P_EnemyHitParent"); if (canRespawn) { GameManager.health = currentHealth; if (GameManager.InGamePlayScene()) { GameManager.ui.UpdateViews(); } } }
private void Start() { m_audioSource = GetComponent <AudioSource>(); m_healthBar = GameInterface.Instance.HealthBar; m_damageOverlay = GameInterface.Instance.DamageOverlay; CurrentHealth = MaxHealth; }
// Start is called before the first frame update void Start() { content = GetComponent <Image>(); currentValue = startingHealth; currentFill = currentValue / maximumHealth; playerAudio = GameObject.Find("Player").GetComponent <AudioSource>(); overlay = GameObject.FindObjectOfType(typeof(DamageOverlay)) as DamageOverlay; }
public override void LoadContent() { base.LoadContent(); _stage = new Stage(Content.Load <Texture2D>("Textures/temporalTower"), new Rectangle(38, 250, 947, 255)); Physics.StageHitbox = _stage.hbRect; _fighter = (Fighter)Activator.CreateInstance(_selectedFighter, true, new Vector2(200, 100), Content); //_fighter = new Omastar(true, new Vector2(200, 100), Content); _fighter2 = new Ampharos(false, new Vector2(300, 100), Content); Physics.AddToCollisions(_fighter, _fighter.hitbox); Physics.AddToCollisions(_fighter2, _fighter2.hitbox); _damageOverlay = new DamageOverlay(Game.Content); }
void Awake() { Assert.IsNull(Instance, "There must be only one instance of GameInterface"); HealthBar = GetComponentInChildren <HealthBar>(); Assert.IsNotNull(HealthBar, "GUI must contain HealthBar"); ProgressBar = GetComponentInChildren <ProgressBar>(); Assert.IsNotNull(HealthBar, "GUI must contain ProgressBar"); ProgressBar.gameObject.SetActive(false); DamageOverlay = GetComponentInChildren <DamageOverlay>(); Assert.IsNotNull(DamageOverlay, "GUI must contain DamageOverlay"); Instance = this; }
public static List <DamageOverlay> GetOverlays(Thing b) { ThingsToxicDamageSectionLayerUtility.overlays.Clear(); ThingsToxicDamageSectionLayerUtility.overlaysWorkingList.Clear(); ThingsToxicDamageSectionLayerUtility.overlaysWorkingList.AddRange(ThingsToxicDamageSectionLayerUtility.GetAvailableOverlays(b)); if (!ThingsToxicDamageSectionLayerUtility.overlaysWorkingList.Any <DamageOverlay>()) { return(ThingsToxicDamageSectionLayerUtility.overlays); } Rand.PushState(); Rand.Seed = Gen.HashCombineInt(b.thingIDNumber, 1958376471); int damageOverlaysCount = ThingsToxicDamageSectionLayerUtility.GetDamageOverlaysCount(b, b.Map.GetComponent <MapComponent_MapEvents>().ToxicDamages[b]); int num = 0; while (num < damageOverlaysCount && ThingsToxicDamageSectionLayerUtility.overlaysWorkingList.Any <DamageOverlay>()) { DamageOverlay item = ThingsToxicDamageSectionLayerUtility.overlaysWorkingList.RandomElement <DamageOverlay>(); ThingsToxicDamageSectionLayerUtility.overlaysWorkingList.Remove(item); ThingsToxicDamageSectionLayerUtility.overlays.Add(item); num++; } Rand.PopState(); return(ThingsToxicDamageSectionLayerUtility.overlays); }
public static List <DamageOverlay> GetOverlays(Building b) { BuildingsDamageSectionLayerUtility.overlays.Clear(); BuildingsDamageSectionLayerUtility.overlaysWorkingList.Clear(); BuildingsDamageSectionLayerUtility.overlaysWorkingList.AddRange(BuildingsDamageSectionLayerUtility.GetAvailableOverlays(b)); if (!BuildingsDamageSectionLayerUtility.overlaysWorkingList.Any()) { return(BuildingsDamageSectionLayerUtility.overlays); } Rand.PushState(); Rand.Seed = Gen.HashCombineInt(b.thingIDNumber, 1958376471); int damageOverlaysCount = BuildingsDamageSectionLayerUtility.GetDamageOverlaysCount(b, b.HitPoints); int num = 0; while (num < damageOverlaysCount && BuildingsDamageSectionLayerUtility.overlaysWorkingList.Any()) { DamageOverlay item = BuildingsDamageSectionLayerUtility.overlaysWorkingList.RandomElement(); BuildingsDamageSectionLayerUtility.overlaysWorkingList.Remove(item); BuildingsDamageSectionLayerUtility.overlays.Add(item); num++; } Rand.PopState(); return(BuildingsDamageSectionLayerUtility.overlays); }