Exemplo n.º 1
0
    // Use this for initialization
    protected virtual void Start()
    {
        healthCount = 0f;
        healthState = StartHealthState;
        Material mat = renderer.material;

        switch (healthState)
        {
        case HEALTH_STATE.HEALTH:
            MaxWalkSpeed = MoveDesc.HealthWalkSpeed;
            MaxRunSpeed  = MoveDesc.HealthRunSpeed;
            MaxStamina   = MoveDesc.HealthStamina;
            mat.color    = Colors.White;
            break;

        case HEALTH_STATE.OUTBREAK:
            MaxWalkSpeed = MoveDesc.OutbreakWalkSpeed;
            MaxRunSpeed  = MoveDesc.OutbreakRunSpeed;
            MaxStamina   = MoveDesc.OutbreakStamina;
            mat.color    = OutbreakBodyColor;
            break;

        default:
            MaxWalkSpeed = MoveDesc.HealthWalkSpeed;
            MaxRunSpeed  = MoveDesc.HealthRunSpeed;
            MaxStamina   = MoveDesc.HealthStamina;
            mat.color    = Colors.White;
            break;
        }
        stamina       = MaxStamina;
        animHash_Dead = Animator.StringToHash("Base Layer.Dead");
    }
Exemplo n.º 2
0
 protected virtual void Update()
 {
     if (healthState == HEALTH_STATE.IMMUNITY)
     {
         healthCount += Time.deltaTime;
         if (healthCount > ImmunityTime)
         {
             healthCount = 0f;
             healthState = HEALTH_STATE.HEALTH;
         }
     }
 }
Exemplo n.º 3
0
    public virtual void Dead()
    {
        animator.SetTrigger("IsDead");
        healthState = HEALTH_STATE.DEAD;
        var colorOverLifetime = particle.colorOverLifetime;
        var gradient          = new Gradient();

        gradient.SetKeys(
            new GradientColorKey[] { new GradientColorKey(new Color32(0, 128, 255, 255), 0.0f), new GradientColorKey(Color.white, 1.0f) },
            new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 0.72f), new GradientAlphaKey(0.0f, 1.0f) }
            );
        colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
        particle.Play();
    }