Exemplo n.º 1
0
        public void BreakdownItemSetBonus()
        {
            var itemSet = new Item_Set();

            itemSet.BonusString = "34:86,2,1|35:5,30,0|36:80,60,0|37:76,2,1|86:10696|";

            var random = StaticRandom.Instance.Next(1, 25);

            var x = (200 * (1 + (float)random / 100));

            var random2 = StaticRandom.Instance.Next(80, 120);

            var y = 2000 * 4 * random2 / 100;
        }
Exemplo n.º 2
0
    IEnumerator reactToGetHit(Collider2D origStabber, Item_Set item)
    {
        //yield return new WaitForSeconds(1.5f);
        Debug.Log("INside of react to get hit");
        if (getStabBack())
        {
            Debug.Log("WE ARE IN A TRUE STAB BACK");
            StartCoroutine(stabBack(origStabber, 0.0f));
            if (item.paramet.itemFunction == ItemParams.ITEM_FUNCTION.DEATH)
            {
                //Debug.Log ("HE who has stab back on SHOULD be dropping dead");
                setDead(true);
                switchAnim(anim, 3);
                LevelManager.bDeathInLevel = true;
            }

            yield break;
        }

        else if (item.paramet.itemFunction == ItemParams.ITEM_FUNCTION.DEATH)
        {
            //Debug.Log ("Person who got BACK stabbed droppps dead.");
            setDead(true);
            switchAnim(anim, 3);
            LevelManager.bDeathInLevel = true;
            if (!origStabber.gameObject.GetComponent <Character>().getDead() && !getStabBack())
            {
                //yield return new WaitForSeconds(0.5f);
                Debug.Log("WALK BACK BECAUSE THE GUY I STABBED HAS NO STAB BACK");
                StartCoroutine(origStabber.gameObject.GetComponent <Character>().walkBackToStartPosition(myStartPosition, 0.0f));
            }
            else if (!origStabber.gameObject.GetComponent <Character>().getDead() && getStabBack())
            {
                yield return(new WaitForSeconds(2.0f));

                if (origStabber.gameObject.GetComponent <Character>().getTarget() == null)
                {
                    StartCoroutine(origStabber.gameObject.GetComponent <Character>().walkBackToStartPosition(myStartPosition, 0.0f));
                }
            }
            yield return(new WaitForSeconds(0.0f));
        }
        else if (!stabBackON && item.paramet.itemFunction == ItemParams.ITEM_FUNCTION.SETTARGET)
        {
            //if the thing that I go hit with is not my color.
            Debug.Log("I " + this.name + " JUST GOT STUCK WITH A SYRINGE TO SET TARGET");
            if (!item.paramet.itemColor.ToString().Equals(charParamet.myColor.ToString()))
            {
                setTarget(item.paramet.itemColor);
                arrived = false;
                setAttacking(true);
            }
            if (!origStabber.gameObject.GetComponent <Character>().getDead() && !getStabBack())
            {
                Debug.Log("WALK BACK BECAUSE THE GUY I STABBED HAS NO STAB BACK");
                //yield return new WaitForSeconds(0.5f);
                StartCoroutine(origStabber.gameObject.GetComponent <Character>().walkBackToStartPosition(myStartPosition, 0.0f));
            }
            else if (!origStabber.gameObject.GetComponent <Character>().getDead() && getStabBack())
            {
                yield return(new WaitForSeconds(2.0f));

                if (origStabber.gameObject.GetComponent <Character>().getTarget() == null)
                {
                    StartCoroutine(origStabber.gameObject.GetComponent <Character>().walkBackToStartPosition(myStartPosition, 0.0f));
                }
            }
        }


        yield return(new WaitForSeconds(0.0f));
    }
Exemplo n.º 3
0
	IEnumerator reactToGetHit (Collider2D origStabber, Item_Set item){ 
		//yield return new WaitForSeconds(1.5f);
		Debug.Log ("INside of react to get hit");
		if(getStabBack()){
			Debug.Log ("WE ARE IN A TRUE STAB BACK");
			StartCoroutine(stabBack(origStabber, 0.0f));
			if(item.paramet.itemFunction == ItemParams.ITEM_FUNCTION.DEATH){
				//Debug.Log ("HE who has stab back on SHOULD be dropping dead");
				setDead(true);
				switchAnim(anim, 3);
				LevelManager.bDeathInLevel = true;
			} 

			yield break;
		}

		else if(item.paramet.itemFunction == ItemParams.ITEM_FUNCTION.DEATH){
			//Debug.Log ("Person who got BACK stabbed droppps dead.");
			setDead(true);
			switchAnim(anim, 3);
			LevelManager.bDeathInLevel = true;
			if(!origStabber.gameObject.GetComponent<Character>().getDead() && !getStabBack()){
				//yield return new WaitForSeconds(0.5f);
				Debug.Log ("WALK BACK BECAUSE THE GUY I STABBED HAS NO STAB BACK");
				StartCoroutine (origStabber.gameObject.GetComponent<Character>().walkBackToStartPosition (myStartPosition, 0.0f));
			}
			else if(!origStabber.gameObject.GetComponent<Character>().getDead() && getStabBack()){
				yield return new WaitForSeconds(2.0f);
				if(origStabber.gameObject.GetComponent<Character>().getTarget() == null){
					StartCoroutine (origStabber.gameObject.GetComponent<Character>().walkBackToStartPosition (myStartPosition, 0.0f));
				}
			}
			yield return new WaitForSeconds(0.0f);
		} 
		else if(!stabBackON && item.paramet.itemFunction == ItemParams.ITEM_FUNCTION.SETTARGET){
			//if the thing that I go hit with is not my color. 
			Debug.Log ("I "+this.name+ " JUST GOT STUCK WITH A SYRINGE TO SET TARGET");
			if (!item.paramet.itemColor.ToString().Equals(charParamet.myColor.ToString())){
				setTarget(item.paramet.itemColor);
				arrived = false;
				setAttacking(true);
			}
			if(!origStabber.gameObject.GetComponent<Character>().getDead() && !getStabBack()){
				Debug.Log ("WALK BACK BECAUSE THE GUY I STABBED HAS NO STAB BACK");
				//yield return new WaitForSeconds(0.5f);
				StartCoroutine (origStabber.gameObject.GetComponent<Character>().walkBackToStartPosition (myStartPosition, 0.0f));
			}
			else if(!origStabber.gameObject.GetComponent<Character>().getDead() && getStabBack()){
				yield return new WaitForSeconds(2.0f);
				if(origStabber.gameObject.GetComponent<Character>().getTarget() == null){
					StartCoroutine (origStabber.gameObject.GetComponent<Character>().walkBackToStartPosition (myStartPosition, 0.0f));
				}
			}
		}


		yield return new WaitForSeconds(0.0f);
	}