// Use this for initialization void Start() { attacks = gameObject.GetComponent <CreateAttack>(); healthBar = gameObject.GetComponent <HealthChange>(); spawnPoint = spawner.GetComponent <EnemySpawn>(); dashTimer = 0; }
private void OnHealthChange(float health) { if (HealthChange != null) { HealthChange.Invoke(health); } }
public void CallDelegate(HealthChange del) { if (del != null) { del(); } }
public void TakeDamage(float damage) { if (!Shielding) { return; } if (CurrentHealth <= 0f) { CurrentHealth = 0f; return; } float shieldAdjust = (CurrentHealth - damage); if (shieldAdjust <= 0) { shieldAdjust = 0; } if (CurrentHealth == shieldAdjust) { return; } CurrentHealth = shieldAdjust; HealthChange?.Invoke(CurrentHealth); }
public virtual void RestoreHealth(float restoreAmount) { m_currentHealth += restoreAmount; m_currentHealth = Mathf.Clamp(m_currentHealth, 0f, m_maxHealth); HealthChange?.Invoke(m_currentHealth); }
public void TakeDamage(int count) { Health = Mathf.Clamp(Health - count, 0, int.MaxValue); if (Health == 0) { Dead(); } HealthChange.Invoke(); }
public void HealPleyer(object obj) { if (Health < 100) { Health += 1; Semaphore.WaitOne(); HealthChange?.Invoke(); Semaphore.Release(); } }
private IEnumerator StartDamage() { float targetValue = _health - 10; while (_health > targetValue && _health != 0) { _health -= _oneStepValue; HealthChange.Invoke(_health); yield return(new WaitForSeconds(_speed)); } }
private IEnumerator StartHeal() { float targetValue = _health + 10; while (_health < targetValue && _health != _maxHealth) { _health += _oneStepValue; HealthChange.Invoke(_health); yield return(new WaitForSeconds(_speed)); } }
public void Init() { foreach (var i in playerFilter) { var playerComponent = playerFilter.Get1(i); _viewComponent.HealthBarFill = playerComponent.health / 100; } _change = _lowHp.CrosshairColorChange; _change += _lowHp.MusicSpeedBoost; }
public void TakeDamage() { this.Health--; print(Health); HealthChange.Invoke(Health); if (Health == 0) { print("You're dead!"); SceneManager.LoadScene("SampleScene"); } }
public void RestoreHealth(float restoreAmount) { if (CurrentHealth >= m_maxShield) { CurrentHealth = m_maxShield; return; } CurrentHealth += restoreAmount; HealthChange?.Invoke(CurrentHealth); }
// Update is called once per frame void Update() { currentValue -= timeFactor * Time.deltaTime; HealthChange.Invoke(currentValue); if (currentValue <= 0) { GetComponent <IDamageable>().Die(); } else { GetComponent <IDamageable>().Damaged(); } }
public async Task <IActionResult> AddTempHP(string characterName, HealthChange healthChange) { try { return(StatusCode(200, (await _characterHealthService.AddTempHPToCharacter(characterName, healthChange.Amount)).HP)); } catch (KeyNotFoundException keyEx) { return(StatusCode(404)); } catch (ArgumentException argEx) { return(StatusCode(400)); } catch (Exception ex) { _logger.LogError(ex, "Error in add temp hp to character"); return(StatusCode(500)); } }
void Awake() { // Setting up the references. anim = GetComponent <Animator> (); enemyAudio = GetComponent <AudioSource> (); hitParticles = GetComponentInChildren <ParticleSystem> (); capsuleCollider = GetComponent <CapsuleCollider> (); // Setting the current health when the enemy first spawns. currentHealth = startingHealth; // Mod by me OnDamage += OnDamageTaken; }
private void SetHealth(HealthChange healthChange) { if (!this.IsActive) { return; } this.CurrentHealth.OnNext(new CurrentPlayerHealth(this.Player.Id, this.CurrentHealth.Value.Health + healthChange.Amount)); if (this.CurrentHealth.Value.Health <= 0) { PubSub.Publish <PlayerKnockedOut>(new PlayerKnockedOut(this.Player.Id)); } this.CurrentHealth.OnNext(new CurrentPlayerHealth(this.Player.Id, this.CurrentHealth.Value.Health + healthChange.Amount)); }
public void TakeDamage(float damage) { if (!Shielding) { return; } if (CurrentHealth <= 0f) { CurrentHealth = 0f; return; } CurrentHealth -= damage; HealthChange?.Invoke(CurrentHealth); }
public virtual void RestoreHealth(float restoreAmount) { float restoreAdjust = (m_currentHealth + restoreAmount); if (restoreAmount > m_maxHealth) { restoreAmount = m_maxHealth; } if (m_currentHealth == restoreAdjust) { return; } m_currentHealth = restoreAdjust; HealthChange?.Invoke(m_currentHealth); }
public virtual void TakeDamage(float damage) { if (m_shield) { if (m_shield.Shielding) { return; } } if (m_currentHealth <= 0) { m_currentHealth = 0f; return; } m_currentHealth -= damage; HealthChange?.Invoke(m_currentHealth); }
public virtual void TakeDamage(float damage) { if (m_shield) { if (m_shield.Shielding) { return; } } if (_count > 0) { return; } if (m_currentHealth <= 0) { m_currentHealth = 0f; return; } _count++; float damageAdjust = (m_currentHealth - damage); if (damageAdjust <= 0) { damageAdjust = 0; } if (m_currentHealth == damageAdjust) { return; } m_currentHealth = damageAdjust; HealthChange?.Invoke(m_currentHealth); StopCoroutine(DamageDelay()); StartCoroutine(DamageDelay()); }
void Awake() { // Setting up the references. anim = GetComponent <Animator>(); playerAudio = GetComponent <AudioSource>(); playerMovement = GetComponent <PlayerMovement>(); playerShooting = GetComponentInChildren <PlayerShooting>(); // Set the initial health of the player. currentHealth = startingHealth; OnHealthChange += UpdateHealthUI; // My Mod // My Mod if (OnDamage != null) { OnDamage = new OnDamageEvent(); } // My Mod OnDamage.AddListener(DamageUpdate); }
public void RestoreHealth(float restoreAmount) { if (CurrentHealth >= m_maxShield) { CurrentHealth = m_maxShield; return; } float shieldAdjust = (CurrentHealth + restoreAmount); if (shieldAdjust > MaxHealth) { shieldAdjust = MaxHealth; } if (CurrentHealth == shieldAdjust) { return; } CurrentHealth = shieldAdjust; HealthChange?.Invoke(CurrentHealth); }
private void SetHealth(HealthChange healthChange) { // OnNext tells subscribers that the value has changed. this.CurrentHealth.OnNext(new CurrentHealth(this.CurrentHealth.Value.Health + healthChange.Amount)); }
public void SetCallbacks(HealthChange onHealthChange, Death onDeath) { _onHealthChange = onHealthChange; _onDeath = onDeath; }
bool IsTooOld(HealthChange healthChange) { return(Time.time > healthChange.Timestamp + Period); }
public OnHealthChangedEventArgs(int healthLeft, HealthChange healthChangeData) { HealthLeft = healthLeft; HealthChangeData = healthChangeData; }
public void AddHP(int ammount) { CurrentHP += ammount; CorrectHP(); HealthChange?.Invoke(PopUpTypes.HealthUp, ammount); }
public void SubstractHP(int ammount) { CurrentHP -= ammount; CorrectHP(); HealthChange?.Invoke(PopUpTypes.HealthDown, ammount); }