private void SetShotsFired(int amount) { if (m_Char is Character_Player) { StatSetter.IncrimentStat("ShotsFired", amount); } }
public void SetState(EnemyState state) //Set state, as well as one shot actions for a given state change { m_State = state; switch (state) { case EnemyState.Idle: m_Anim.SetBool("IsMoving", false); break; case EnemyState.Moving: m_Nav.isStopped = false; m_Anim.SetBool("IsMoving", true); break; case EnemyState.Seeking: if (FindClosestWeapon() != null) { m_ClosestWeapon = FindClosestWeapon(); m_Anim.SetBool("IsMoving", true); } else { SetState(m_DefaultState); } break; case EnemyState.Unconscious: m_UnconsciousTimer = 0; m_Nav.isStopped = true; DropWeapon(); m_Anim.applyRootMotion = false; m_Anim.SetBool("IsUnconscious", true); break; case EnemyState.Dead: m_IsAlive = false; m_Nav.isStopped = true; m_Anim.applyRootMotion = false; m_Anim.SetBool("IsUnconscious", true); StatSetter.IncrimentStat("EnemiesKilled", 1); Destroy(this); break; } //Debug.Log(name + " is " + m_State); }
public override void Use() { m_Anim.Play(); Collider[] hitObjects = Physics.OverlapBox(transform.position + transform.forward, m_HitBox); foreach (Collider hitObject in hitObjects) { Character hitCharacter = hitObject.GetComponent <Character>(); if (hitCharacter != null) { if (hitCharacter != this) { hitCharacter.AddHealth(-m_Damage); } } } StatSetter.IncrimentStat("WeaponsSwung", 1); }
public void SetState(PlayerState state) //Set state, as well as one shot actions for a given state change { m_PlayerState = state; switch (state) { case PlayerState.Idle: m_Anim.SetBool("IsMoving", false); break; case PlayerState.Moving: m_Anim.SetBool("IsMoving", true); break; case PlayerState.Dead: AudioManager.instance.ToggleAudioListener(true); m_IsAlive = false; m_Anim.applyRootMotion = false; m_Anim.SetBool("IsUnconscious", true); StatSetter.IncrimentStat("TimesDied", 1); m_UI.SetActivePanel("Panel_Lose"); break; } }
protected override void Punch() { base.Punch(); StatSetter.IncrimentStat("PunchesThrown", 1); }