public void OnDied(HealthEventData eventData) { if (!enabled) { return; } enabled = false; if (m_IsTheHero) { GlobalData.DispatchHeroDied(); } m_Rigidbody.freezeRotation = false; var velocity = m_Rigidbody.velocity; velocity.y = m_DeathSpeed; var angularVelocity = Random.Range(-m_DeathAngularVelocity, m_DeathAngularVelocity); m_Rigidbody.velocity = velocity; m_Rigidbody.angularVelocity = angularVelocity; m_DeathSequence.Cancel(); m_DeathSequence = ActionMaster.Actions.Sequence(); m_DeathSequence.SpriteAlpha(m_BodySpriteRenderer.gameObject, 0, m_DeathDuration, new Ease(Ease.Quad.Out)); m_DeathSequence.Call(SequenceEnd, gameObject); }
private void OnSucceded_ChangeHealth(HealthEventData data) { if (data.Damager != null) { m_SuspectedTarget = data.Damager.transform.position; } }
public void OnDied(HealthEventData eventData) { foreach (var collider in m_Colliders) { collider.enabled = false; } }
public void OnStompedEnemy(HealthEventData eventData) { var velocity = m_Rigidbody.velocity; velocity.y = m_StompBounceSpeed; m_Rigidbody.velocity = velocity; }
public void OnReturned(HealthEventData eventData) { m_LeftEyeSprite.enabled = true; m_RightEyeSprite.enabled = true; m_LeftShineSprite.enabled = true; m_RightShineSprite.enabled = true; m_LeftX.gameObject.SetActive(false); m_RightX.gameObject.SetActive(false); }
private void OnAttempt_HealthChange(HealthEventData data) { if (data.Delta < 0f) { float weight = Mathf.Abs(data.Delta) / 100f; m_Animator.SetLayerWeight(1, weight); m_Animator.SetTrigger("Get Hit"); } }
public void OnReturned(HealthEventData eventData) { enabled = true; m_Rigidbody.velocity = Vector2.zero; m_Rigidbody.angularVelocity = 0; m_Rigidbody.freezeRotation = true; m_Rigidbody.SetRotation(0); m_BodySpriteRenderer.color = m_DefaultBodyColor; }
private void OnSuccess_ChangeHealth(HealthEventData healthEventData) { if (healthEventData.Delta < 0f) { m_BloodScreenFader.DoFadeCycle(this, healthEventData.Delta / 100f); if (healthEventData.HitPoint != Vector3.zero) { m_LastHitPoint = healthEventData.HitPoint; m_IndicatorFader.DoFadeCycle(this, 1f); } } }
public void OnReturned(HealthEventData eventData) { enabled = true; var returnPosition = m_InitialPosition; if (m_LatestCheckpoint != null) { returnPosition = m_LatestCheckpoint.m_Transform.position; } m_Transform.position = returnPosition; var checkpointEventData = new CheckpointEventData() { m_Checkpoint = m_LatestCheckpoint, m_NewPosition = returnPosition, }; m_Events.ReturnedToCheckpoint.Invoke(checkpointEventData); }
public void OnHeroReturned(HealthEventData eventData) { m_CanMove = true; m_CanJump = true; }
public void OnDied(HealthEventData eventData) { m_CanMove = false; m_CanJump = false; }
public void OnDied(HealthEventData eventData) { enabled = false; }
public void OnDied(HealthEventData eventData) { m_Dead = true; }
public void OnDeathEffectsFinished(HealthEventData eventData) { Destroy(gameObject); }
public void OnReturned(HealthEventData eventData) { m_Dead = false; }
public void OnDeath(HealthEventData hed) { ActivateTrigger("Die"); }
private void OnDeath(HealthEventData hed) { Debug.Log("Oh no! Dresden died to " + hed.Source); }
public void OnReturned(HealthEventData eventData) { enabled = true; }
public void OnDeathEffectsFinished(HealthEventData eventData) { Return(); }