private void Start() { string path = Application.persistentDataPath + "\\PlayerData.txt"; if (File.Exists(path)) { StreamReader file = new StreamReader(path); string data = file.ReadLine(); currentLevel = Int32.Parse(data.Split(';')[0]); currentHealth = Int32.Parse(data.Split(';')[1]); currentXP = Int32.Parse(data.Split(';')[2]); DateTime saveTime = DateTime.Parse(data.Split(';')[3]); if ((DateTime.Now - saveTime).TotalDays >= 1) { currentHealth = currentHealth - 2; } } else { StreamWriter file = File.CreateText(path); file.WriteLine("1;20;0;" + DateTime.Now); file.Close(); currentHealth = maxHealth; currentXP = 0; currentLevel = 1; } XPBar.SetMaxXP(maxXP); healthBar.SetMaxHealth(maxHealth); XPBar.SetXP(currentXP); healthBar.SetHealth(currentHealth); level.GetComponent <TextMeshProUGUI>().SetText("LVL " + currentLevel); }
// Update is called once per frame void Update() { if (Vector2.Distance(transform.position, playerObj.transform.position) < 30) { eagleUI.gameObject.SetActive(true); } else { eagleUI.gameObject.SetActive(false); } if (transform.position.x - playerObj.transform.position.x > -3 && transform.position.x - playerObj.transform.position.x < 3 && playerObj.transform.position.y > transform.position.y && !player.immune) { playerAttack.gameObject.SetActive(true); if (Input.GetKeyDown("space")) { isAttacked = true; player.immune = true; Invoke("AttackEagle", 0.1f); } } else { playerAttack.gameObject.SetActive(false); } if (!isAttacked) { EagleMovement(); } else { Invoke("EagleMovement", 2); } if (eagleStats.health <= 0) { Vector2 pos = transform.position; for (int i = 0; i < 5; i++) { pos = new Vector2(transform.position.x + i * 2, transform.position.y + 1); Instantiate(diamond, pos, Quaternion.identity); } playerAttack.gameObject.SetActive(false); eagleUI.gameObject.SetActive(false); Destroy(this.gameObject); } else { healthBar.SetHealth(eagleStats.health); } }
private void Start() { /*if (PhotonNetwork.IsMasterClient) * otherPlayer = GameObject.Find("Player 2").GetComponent<PlayerController>(); * else * otherPlayer = GameObject.Find("Player 1").GetComponent<PlayerController>();*/ // Instantiate variables on creation sprite = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); currentHealth = maxHealth; healthBarController.SetHealth(currentHealth); SkillSelectionManager.instance.AssignSkills(playerNo); godMode = false; }
public void TakeDamage() { if (currentHealth <= 0) { healthBarController.SetHealth(currentHealth); Destroy(gameObject); popUpController.FadeToBlack(true); } else { currentHealth--; healthBarController.SetHealth(currentHealth); } }
public void Update() { healthBarController.SetHealth(currentHealth); // combo system if (combatState == CombatState.Attacking) { if (playerInput.AttemptAttack) { attack.Cast(otherPlayer); } } // if the player is dead, the player state should not be updated if (combatState == CombatState.Dead) { return; } // the player can only move, block and roll while hurt if (combatState == CombatState.Hurt) { ListenForRoll(); ListenForBlock(); Move(); } else if (combatState == CombatState.NonCombat) { ListenForRoll(); ListenForAttack(); ListenForBlock(); ListenForSkill(); Move(); } }
private void OnCollisionStay2D(Collision2D collision) { if (collision.gameObject.tag == "Enemy" && canBeHit && !previouslyHit) { canBeHit = false; previouslyHit = true; currentHealth--; healthBar.SetHealth(currentHealth); StartCoroutine(HitCooldown()); if (currentHealth <= 0) { Destroy(gameObject); GameController.instance.EndGame(); } } }
private void InitHealth() { healthBarController = healthBar.GetComponent <HealthBarController>(); healthBarController.SetMaxHealth(maxHealth); healthBarController.SetHealth(maxHealth); currentHealth = maxHealth; }
public void TakeDamage(int _damage) { if (!isInvincible) { player.currentHealth -= _damage; healthBar.SetHealth(player.currentHealth); if (player.currentHealth <= 0) { Die(); return; } isInvincible = true; StartCoroutine(StartInvincibility()); StartCoroutine(StopInvincibility()); } }
public void DoDamage(float value) { Health -= value; _healthBarController.SetHealth(Health / MaxHealth); if (Health <= 0) { _gameStateController.LoseGame(); } }
//Inflict damage to enemy public void TakeDamage(int damage) { currentHealth -= damage; healthBar.SetHealth(currentHealth); //Destroy enemy with 0 health if (currentHealth <= 0) { Destroy(this.gameObject); } }
public void ChangeHealth(int amount) { // if (amount < 0) // { // if (isInv) // { // return; // isInv = true; // timeInv = invTimer; // } // } currentHealth = Mathf.Clamp(currentHealth + amount, 0, maxHealth); HealthBar.SetHealth(currentHealth); }
void Update() { UpdateScene(); healthBar.SetHealth(CurrentEnemy.CurrentHealth); }
public void HurtEnemy(int damage) { curHealth -= damage; healthBar.SetHealth(curHealth); }
//Damage handler public void TakeDamage(int damage) { currentHealth -= damage; healthBar.SetHealth(currentHealth); }