private void Start() { m_playerHealth = GameConfiguration.Instance.Player.GetComponent <HealthBehaviour>(); m_playerHealth.OnHitTaken += PlayerDamaged; m_levelOrchestrator.OnBossAppear += ShowBossUI; }
private void OnTriggerEnter2D(Collider2D other) { TagBehaviour tagBehaviour = other.GetComponent <TagBehaviour>(); if (tagBehaviour == null) { return; } // Destroy when impacting solid objects if (tagBehaviour.HasTag("Solid")) { Sparks(); Destroy(gameObject); } // Damage target if (tagBehaviour.HasTag(TargetTag)) { HealthBehaviour healthBehaviour = other.GetComponent <HealthBehaviour>(); if (healthBehaviour != null) { healthBehaviour.Value -= Damage; Destroy(gameObject); } } }
private void Start() { _notice = GetComponent <NoticeBehaviour>(); _bow = GetComponentInChildren <BowBehaviour>(); _playerHp = GameObject.FindGameObjectWithTag("Player").GetComponent <HealthBehaviour>(); _nav = GetComponent <NavMeshAgent>(); }
public void MyUpdate() { Move(); if (target == null) { return; } //get the distance between the chaser and the target float distance = Vector2.Distance(transform.position, target.position); //so long as the chaser is farther away than the minimum distance, move towards it at rate speed. if (distance < MINDIST) { HealthBehaviour health = target.GetComponent(typeof(HealthBehaviour)) as HealthBehaviour; DamageBehaviour damage = gameObject.GetComponent(typeof(DamageBehaviour)) as DamageBehaviour; if (health != null && damage != null) { if (!health.IsImmune) { target.GetComponent <AudioSource>().Play(); } health.ApplyDamage(damage.DamageAmount); } } if (target.position.x > transform.position.x && xMoveDirection < 0 || target.position.x < transform.position.x && xMoveDirection > 0) { xMoveDirection *= -1; } }
private void Awake() { _playerHealthBehaviour = GameObject.Find("Player").GetComponent <HealthBehaviour>(); _roomTraversedEventId = EventManager.Register <RoomTraversedEventArgs>(OnRoomTraversedEvent); Description = string.Format(Description, IncreaseValue); }
private void OnDieHandler() { UserInfo.KillEnemy(); MeshRenderer.material.color = DieColor; AttackBehaviour.Untarget(); Target = null; }
public void Awake() { _moveBehaviour = GetComponent <MoveBehaviour>(); _healthBehaviour = GetComponent <HealthBehaviour>(); _startPos = transform.position; }
private void SetHealthUI(HealthBehaviour healthBehaviour) { if (healthBehaviour.Equals(characterHealth)) { SetHealthUI(); } }
private void Start() { _hp = GetComponent <HealthBehaviour>(); Debug.Log("<color=green>FIXING TIME SCALE</color>"); Time.fixedDeltaTime = startingFixedDeltaTime; Time.timeScale = startingTimeScale; }
public override void Start() { base.Start(); Description = string.Format(Description, IncreaseValue); _healthBehaviour = GameObject.Find("Player").GetComponent <HealthBehaviour>(); }
private void Start() { _targetHealthBehaviour = Target.GetComponent <HealthBehaviour>(); _healthChangedEventId = EventManager.Register <HealthChangedEventArgs>(OnHealthChanged); _healthMaxChangedEventId = EventManager.Register <HealthMaxChangedEventArgs>(OnHealthMaxChanged); UpdateCells(); }
protected virtual void CheckAttackCollisions() { float direction = m_characterController.FacingDirection == EDirection.LEFT ? -1f : 1f; Vector2 attackOrigin = new Vector2(transform.position.x + (direction * (m_sr.size.x / 2f)), transform.position.y + m_sr.size.y / 2f); Vector2 boxOrigin = new Vector2(attackOrigin.x + (direction * (m_attackX / 2f)), attackOrigin.y); Collider2D[] collisions = Physics2D.OverlapBoxAll(boxOrigin, new Vector2(m_attackX, m_attackY), 0f, LayerMask.GetMask("HitBox")); Debug.Log("CheckAttackCollisions : " + collisions.Length); for (int i = 0; i < collisions.Length; i++) { Debug.Log("CheckAttackCollisions : " + TargetTag); Debug.Log("CheckAttackCollisions : " + collisions[i].tag); if (collisions[i].CompareTag(TargetTag)) { HealthBehaviour hittable = collisions[i].GetComponentInParent <HealthBehaviour>(); if (hittable != null && hittable.gameObject != gameObject) { hittable.Hit(gameObject, m_damage); } } } Debug.Log("CheckAttackCollisions : END"); }
private void DecreaseHealth(HealthBehaviour hb) { if (hb.Health > 0) { hb.CharacterTakeDamage(_attackDamage); hb.ChangeHealth(hb.Health); } }
public void Start() { playerStats = GetComponentInParent <PlayerGameplayValues>(); controllerBehaviour = transform.parent.GetComponent <ControllerBehaviour>(); healthBehaviour = transform.parent.GetComponent <HealthBehaviour>(); bowController = transform.parent.GetComponent <BowController>(); }
// Start is called before the first frame update void Start() { mobileHealth = transform.GetComponentInParent <HealthBehaviour>(); mobileHealth.OnDamageTakenEvent += new HealthBehaviour.OnDamageTakenEventHandler(OnDamageTakenEvent); slider = transform.Find("Slider").GetComponent <Slider>(); fill = slider.transform.Find("Fill").GetComponent <Image>(); Init(); }
void Start() { m_rb2d = GetComponent <Rigidbody2D>(); m_healthSystem = GetComponent <HealthBehaviour>(); m_healthSystem.OnDeath += Death; m_healthSystem.OnHit += Attack; }
void Start() { currentHealth = type.maxHealth; m_Animator = gameObject.GetComponent <Animator>(); m_healthBehaviour = GetComponent <HealthBehaviour>(); m_healthBehaviour.maxHealth = type.maxHealth; m_healthBehaviour.health = type.maxHealth; }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Player")) { HealthBehaviour playerHealthScript = collision.gameObject.GetComponent <HealthBehaviour>(); playerHealthScript.TakeDamage(damageAmount); } }
private void Awake() { m_healthBehaviour = GetComponentInParent <HealthBehaviour>(); UpdateLife(); m_healthBehaviour.OnHit += (GameObject p_attacker, int p_amount) => { UpdateLife(); }; m_healthBehaviour.OnHeal += (int p_amount) => { UpdateLife(); }; }
public ArticleConfigDetail(ConfigCode _code, ConfigName _name, ConfigGang _gang, ConfigType _type, ConfigBind _bind, TaxingBehaviour _taxing, HealthBehaviour _health, SocialBehaviour _social, params ConfigCode[] _path) : base(_code, _gang, _type, _bind, _taxing, _health, _social) { InternalName = _name; InternalPath = _path.ToList(); }
private void Awake() { _playerScript = GetComponent <Player>(); _playerRigidbody = _playerScript.GetComponent <Rigidbody>(); _playerShootingBehaviour = _playerScript.GetComponent <ShootingBehaviour>(); _playerStealthBehaviour = _playerScript.GetComponent <StealthBehaviour>(); _playerCollider = _playerScript.GetComponent <Collider>(); _healthBehaviour = _playerScript.GetComponent <HealthBehaviour>(); }
private void Start() { GameObject playerObject = GameObject.Find("Player"); _playerMovementBehaviour = playerObject.GetComponent <PlayerMovementBehaviour>(); _healthBehaviour = playerObject.GetComponent <HealthBehaviour>(); _damageRateInverse = 1.0f / DamageRate; }
private void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { HealthBehaviour healthBehaviour = other.GetComponent <HealthBehaviour>(); healthBehaviour.Value -= Damage; _boxCollider2D.enabled = false; } }
private void Awake() { RandomizeRooms(); DeckShuffler.Shuffle(enemyDeck.Cards); enemyDeck.ResetIndex(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Combatant>(); playerHealth = player.GetComponent <HealthBehaviour>(); }
private void OnCollisionEnter(Collision collision) { HealthBehaviour health = collision.gameObject.GetComponent <HealthBehaviour>(); if (health != null && health.name == _target.name) { health.TakeDamage(_damage); } }
private void OnDisable() { HealthBehaviour healthBehaviour = GetComponent <HealthBehaviour>(); if (healthBehaviour != null) { healthBehaviour.OnDeath -= HandleOnDeath; } }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { if (HealthBehaviour.IsLife) { Target = other.GetComponent <HealthBehaviour>(); } } }
private void OnCollisionEnter(Collision collision) { HealthBehaviour health = collision.gameObject.GetComponent <HealthBehaviour>(); if (health != null) { health.TakeDamage(20); } Destroy(gameObject, 1f); }
private void OnTriggerEnter(Collider other) { HealthBehaviour health = other.GetComponent <HealthBehaviour>(); if (health != null && other.name != owner) { health.TakeDamage(_damage); Destroy(gameObject); } }
public ConfigStub CloneMasterStub(ConfigCode _code, ConfigRole _role, ConfigGang _gang, ConfigType _type, ConfigBind _bind, TaxingBehaviour _taxing, HealthBehaviour _health, SocialBehaviour _social) { ConfigStub returnStub = CloneUtils <ConfigStub> .CloneOrNull(InternalStub); returnStub.SetSourceConfig(_code, _role, _gang, _type, _bind, _taxing, _health, _social); return(returnStub); }