public void TakeDamage(int damage) { health -= damage; if (health > healthMax) { health = healthMax; } AnimaText animaText = new AnimaText(); if (damage > 0) { animaText.ShowText(PlayerMovement.tilePos, damage.ToString(), Color.red); } else if (damage < 0) { animaText.ShowText(PlayerMovement.tilePos, damage.ToString(), Color.green); } else { animaText.ShowText(PlayerMovement.tilePos, damage.ToString(), Color.gray); } UnitStat unitStat = new UnitStat(); unitStat.DisplayStats(PlayerMovement.tilePos); }
public bool ConsumeRage() { if (rage >= rageConsume) { rage -= rageConsume; UnitStat unitStat = new UnitStat(); unitStat.DisplayStats(PlayerMovement.tilePos); return(true); } return(false); }
public void DamagePlayer(int damage, int tile, Type type) { Rng rng = new Rng(); damage = rng.Range(Mathf.FloorToInt(damage * 0.5f), Mathf.FloorToInt(damage * 1.5f) + 1); PlayerStat playerStat = new PlayerStat(); playerStat.TakeDamage(damage); UnitStat unitStat = new UnitStat(); unitStat.DisplayStats(tile); }
public void ResetStats() { health = healthMax; rage = 0; UnitStat unitStat = new UnitStat(); unitStat.DisplayStats(PlayerMovement.tilePos); keyObtained = false; bossKilled = false; }
public void DamageEnemy(int damage, int tile) { Enemy.enemies[tile].health -= damage; UnitStat unitStat = new UnitStat(); unitStat.DisplayStats(tile); AnimaText animaText = new AnimaText(); animaText.ShowText(tile, damage.ToString(), Color.red); if (Enemy.enemies[tile].health <= 0) { Enemy enemy = new Enemy(); enemy.Destroy(tile); } }
public void GainRage(int amount) { if (amount > rageMax - rage) { amount = rageMax - rage; } else if (amount < -rage) { amount = -rage; } if (amount != 0) { rage += amount; } UnitStat unitStat = new UnitStat(); unitStat.DisplayStats(PlayerMovement.tilePos); }
public void SummonEnemy(int tile, UnitStat.Units unit) { enemies[tile] = new EnemyUnit(); enemies[tile].tilePos = tile; enemies[tile].xPos = tile % 40; enemies[tile].yPos = tile / 40; UnitStat unitStat = new UnitStat(); unitStat.SetStats(tile, unit); GameObject prefab = Resources.Load <GameObject>("Assets/Enemy"); GameObject parent = GameObject.Find("Enemies"); prefab = Instantiate(prefab, Tile.Tiles[tile].transform.position, new Quaternion(0, 0, 0, 0), parent.transform); prefab.name = "Enemy" + tile.ToString(); occupied[tile] = true; Tile.passable[tile] = false; unitStat.DisplayStats(tile); prefab.GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("Enemies/" + enemies[tile].title); MoveEnemy(prefab, tile, tile); }