Пример #1
0
    public void SelectCard(Card card)
    {
        if (null == selectedCard)
        {
            selectedCard = card;
            return;
        }

        eventSystem.enabled = false;
        StartCoroutine(ActionAfterDelay.DoAfterDelay(0.5f, () => { CompareCards(card); }));
    }
Пример #2
0
    public void AffectPlayer(string potionType)  //changes the characters attributes with potion drinking and shows UI specific to each potion

    {
        switch (potionType) //determine potion type
        {
        // Health increments by 20
        case "HealthPotion":
            FindObjectOfType <HealthManager>().IncrementCurrentHealth(20);
            HealthDrank.SetActive(true);
            Animation.SetActive(true);            //play animation while drinking the potion
            ActionAfterDelay.Create(2.0f, () => { //UI and animation last 2 after the potion drinking is called
                HealthDrank.SetActive(false);
                Animation.SetActive(false);
            });
            break;

        // Increases stength by 20
        case "StrengthPotion":
            FindObjectOfType <EnemyHit>().IncrementStrength(10);
            StrengthDrank.SetActive(true);
            Animation.SetActive(true);            //play animation while drinking the potion
            ActionAfterDelay.Create(2.0f, () => { //UI and animation last 2 after the potion drinking is called
                StrengthDrank.SetActive(false);
                Animation.SetActive(false);
            });
            break;

        // Increases speed by 2
        case "SpeedPotion":
            FindObjectOfType <ThirdPersonMovement>().IncrementSpeed(2);
            SpeedDrank.SetActive(true);
            Animation.SetActive(true);            //play animation while drinking the potion
            ActionAfterDelay.Create(2.0f, () => { //UI and animation last 2 after the potion drinking is called
                SpeedDrank.SetActive(false);
                Animation.SetActive(false);
            });
            break;

        case "QuickRevive":     //extra life if the player dies
            FindObjectOfType <HealthManager>().quickRevive = true;
            QuickReviveDrank.SetActive(true);
            Animation.SetActive(true);            //play animation while drinking the potion
            ActionAfterDelay.Create(2.0f, () => { //UI and animation last 2 after the potion drinking is called
                QuickReviveDrank.SetActive(false);
                Animation.SetActive(true);
            });
            break;
        }
    }
Пример #3
0
    // Method to take damage
    public void TakeDamage(float damage)
    {
        // Takeaway provided damage, update UI
        _currentHealth -= damage;
        UpdateHealthBar();

        // If the health of the player reaches below 0, it is respawned to the beginning of the day sequence (game restart)
        if (_currentHealth <= 0)
        {
            _anim.SetBool("Dead", true);
            foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy"))
            {
                Destroy(enemy);
            }
            SpawnEnemy._spawnEnabled = false;
            _currentHealth           = _startingHealth;

            ActionAfterDelay.Create(3.0f, () => {
                DeathCanvas.SetActive(true);
                Screen.lockCursor = false;
            });
            ActionAfterDelay.Create(8.0f, () => {
                Screen.lockCursor = true;
                DeathCanvas.SetActive(false);

                // An alternate scenario occurs if the player drank a quick revive potion prior to dying
                if (quickRevive)
                {
                    _anim.SetBool("Revive", true);
                    QuickReviveUsed.SetActive(true);
                    ActionAfterDelay.Create(3.0f, () =>
                    {
                        _anim.SetBool("Revive", false);
                        QuickReviveUsed.SetActive(false);
                    });
                    SpawnEnemy._spawnEnabled = true;
                }
                else
                {
                    // If player has not consumed a quick revive potion, then game restarts to initital settings
                    _gameController.GetComponent <ManageLevels>().BackToStart();
                    ScoreCounter._score = 0;
                }
                _anim.SetBool("Dead", false);
            });
        }
    }