public void EffectAnimation(Character target) { SkillAnimation skillAnimation = Instantiate(sAnimationPrefab); skillAnimation.transform.SetParent(FindObjectOfType <Canvas>().transform, false); skillAnimation.PlayAnimation(this, target); }
private void UpdateAnimation() { SkillAnimation skillAnimation = _animtaionObject.GetComponent <SkillAnimation>(); if (skillAnimation != null) { if (skillAnimation.flyOver) { _game.StartCoroutine(CreateBomb()); _state = STATE.WORKING; } } }
public void RemoveSkillAnimation(SkillAnimation anim) { if (anim.clip != null) { RemoveAnimation(anim.clip); } if (anim.castAnimation.clip != null) { RemoveAnimation(anim.castAnimation.clip); } if (anim.followThroughAnimation.clip != null) { RemoveAnimation(anim.followThroughAnimation.clip); } }
public void TransferSkillAnimation(SkillAnimation anim) { if (anim.clip != null) { StartCoroutine(TransferAnimation(anim)); } if (anim.castAnimation.clip != null) { StartCoroutine(TransferAnimation(anim.castAnimation)); } if (anim.followThroughAnimation.clip != null) { StartCoroutine(TransferAnimation(anim.followThroughAnimation)); } }
void Awake() { unitBg = GetComponent <Image>(); int childCount = transform.childCount; for (int i = 0; i < childCount; i++) { Transform child = transform.GetChild(i); if (child.name.Equals("Name")) { nameText = child.gameObject.GetComponent <Text>(); } else if (child.name.Equals("Level")) { levelText = child.gameObject.GetComponent <Text>(); } else if (child.name.Equals("HP")) { hpText = child.gameObject.GetComponent <Text>(); } else if (child.name.Equals("HPSlider")) { hpSlider = child.gameObject.GetComponent <Slider>(); } else if (child.name.Equals("MPSlider")) { mpSlider = child.gameObject.GetComponent <Slider>(); } else if (child.name.Equals("TurnCount")) { turnCount = child.gameObject.GetComponent <Slider>(); } else if (child.name.Equals("Image")) { image = child.gameObject.GetComponent <Image>(); } else if (child.name.Equals("SkillAnimation")) { skillAnimation = child.gameObject.GetComponent <SkillAnimation>(); } else if (child.name.Equals("DamageLog")) { damageLog = child.gameObject.GetComponent <DamageLogText>(); } statusEffects = transform.GetComponentInChildren <StatusEffectsHUD>(); } }
// Play the animation based on the SkillAnimation type public void play(SkillAnimation animation) { string animation_name = "idle"; if (animation == SkillAnimation.ATTACK_NORMAL) { animation_name = "attack"; } else if (animation == SkillAnimation.MAGIC_TARGET) { animation_name = "magic_target"; } else { Debug.Log("The unit " + universal.name + " requested a non existent animation to be player " + animation); } GetComponent <Animator>().Play(animation_name); }
public void TransferSkillAnimation(SkillAnimation anim) { if(baseSkillAnimation.precastAnimation.clip != null) { AddAnimation(baseSkillAnimation.precastAnimation); } if(baseSkillAnimation.castAnimation.clip != null) { AddAnimation(baseSkillAnimation.castAnimation); } if(baseSkillAnimation.followThroughAnimation.clip != null) { AddAnimation(baseSkillAnimation.followThroughAnimation); } if(baseSkillAnimation.loopAnimation.clip != null) { AddAnimation(baseSkillAnimation.loopAnimation); } }
void Awake() { int childCount = transform.childCount; for (int i = 0; i < childCount; i++) { Transform c = transform.GetChild(i); if (c.name.Equals("Image")) { image = c.gameObject.GetComponent <Image>(); } else if (c.name.Equals("SkillAnimation")) { skillAnimation = c.gameObject.GetComponent <SkillAnimation>(); } else if (c.name.Equals("DamageLog")) { damageLog = c.gameObject.GetComponent <DamageLogText>(); } statusEffects = transform.GetComponentInChildren <StatusEffectsHUD>(); } }
void Awake() { FSM = new FiniteStateMachine <SkillController>(); skillAnimation = this.transform.GetChild(0).GetComponent <SkillAnimation>(); }
public void RunAnimation(SkillAnimation animation) { anims.Add(animation, Time.time + animation.GetLength()); animation.Animate(); }
void Awake() { FSM = new FiniteStateMachine<SkillController>(); skillAnimation = this.transform.GetChild(0).GetComponent<SkillAnimation>(); }
public void TransferSkillAnimation(SkillAnimation anim) { if(anim.clip != null) StartCoroutine(TransferAnimation(anim)); if(anim.castAnimation.clip != null) StartCoroutine(TransferAnimation(anim.castAnimation)); if(anim.followThroughAnimation.clip != null) StartCoroutine(TransferAnimation(anim.followThroughAnimation)); }
public void RemoveSkillAnimation(SkillAnimation anim) { if(anim.clip != null) RemoveAnimation(anim.clip); if(anim.castAnimation.clip != null) RemoveAnimation(anim.castAnimation.clip); if(anim.followThroughAnimation.clip != null) RemoveAnimation(anim.followThroughAnimation.clip); }
public void PlayerDamage( SkillAnimation _SkillAnim , UnitData _DefenderUnitData ) { Debug.Log( "PlayerDamage()" ) ; if( null == _SkillAnim || null == _DefenderUnitData ) { return ; } int hpNow = 0 ; Dictionary< string , StandardParameter > standardParamTable = _DefenderUnitData.m_UnitDataStruct.GetStandardParameterTable() ; if( true == standardParamTable.ContainsKey( "HP" ) ) { hpNow = (int)standardParamTable[ "HP" ].now ; } bool IsDamageToHP = false ; int totalDamagetoHP = 0 ; EnegyProperty attactProperty = _SkillAnim.m_SkillVariable.m_SkillPropertyNow.AttackProperty ; EnegyProperty defenseProperty = _DefenderUnitData.m_UnitDataStruct.DefenseProperty ; Debug.Log( "_Attacker.attacktSkillProperty=" + attactProperty.CreatePropertyString() ) ; Debug.Log( "_Defender.defenseProperty=" + defenseProperty.CreatePropertyString() ) ; string [] keys = attactProperty.GetKeys() ; for( int i = 0 ; i < keys.Length ; ++i ) { int attackPower = attactProperty.GetProperty( keys[ 0 ] ) ; Debug.Log( "attackPower" + attackPower ) ; int attckPowerRemain = defenseProperty.AddPropertyToArmor( keys[ 0 ] , -attackPower ) ; Debug.Log( "attckPowerRemain=" + attckPowerRemain ) ; attactProperty.AssignProperty( keys[ 0 ] , attckPowerRemain ) ; Debug.Log( "_Attacker.AttackProperty for " + keys[ 0 ] + " = " + attactProperty.GetProperty( keys[ 0 ] ) ) ; Debug.Log( "_Defender.DefenseProperty for " + keys[ 0 ] + " = " + defenseProperty.GetProperty( keys[ 0 ] ) ) ; if( attckPowerRemain > 0 ) { IsDamageToHP = true ; int damageToHP = attckPowerRemain ; if( true == standardParamTable.ContainsKey( "HP" ) ) { hpNow = (int)standardParamTable[ "HP" ].now ; if( hpNow > attckPowerRemain ) { hpNow -= damageToHP ; totalDamagetoHP += damageToHP ; attactProperty.AssignProperty( keys[ 0 ] , 0 ) ; } else { totalDamagetoHP += hpNow ; attckPowerRemain = attckPowerRemain - hpNow ; attactProperty.AssignProperty( keys[ 0 ] , attckPowerRemain ) ; hpNow = 0 ; } standardParamTable[ "HP" ].now = hpNow ; } } } FightSystem fs = GlobalSingleton.GetFightSystem() ; if( true == IsDamageToHP ) { string str = string.Format( "{0} 對 {1} 造成了 {2} 點傷害" , _SkillAnim.m_ParentName , _DefenderUnitData.gameObject.name , totalDamagetoHP ) ; fs.AddStatus( str ) ; str = string.Format( "{0} 剩下 {1} 點生命值" , _DefenderUnitData.gameObject.name , hpNow ) ; fs.AddStatus( str ) ; } else { string str = string.Format( "{0} 對 {1} 沒有造成傷害" , _SkillAnim.m_ParentName , _DefenderUnitData.gameObject.name ) ; fs.AddStatus( str ) ; } }