public virtual void ResetValues() { currentHealth = entity.maxHealth; currentHealthWrongColor = entity.maxHealth; canReceiveDamage = false; spawnAnimationEnded = true; attackAnimationTrigger = false; attackAnimationEnded = true; dieAnimationEnded = true; target = null; SetPlayer(null); lookAtPlayer = true; capacitorController = null; deviceController = null; lastShotDirection = Vector3.zero; lastShotSameColor = false; lastShotPlayer = null; groupInfo = null; }
public void SetCapacitor(CapacitorController capacitor) { ButtonHintEventInfo.eventInfo.playerId = playerId; ButtonHintEventInfo.eventInfo.buttonType = ButtonHintEventInfo.ButtonType.COLOR_BUTTONS; ButtonHintEventInfo.eventInfo.show = (capacitor != null); rsc.eventMng.TriggerEvent(EventManager.EventType.BUTTON_HINT, ButtonHintEventInfo.eventInfo); bb.capacitor = capacitor; }
void OnTriggerExit(Collider other) { if (other.tag == "BarrelAttractor") { CapacitorController capacitorController = other.GetComponent <CapacitorAttractor>().controller; if (capacitorController == blackboard.capacitorController) { blackboard.capacitorController = null; } } }
void OnTriggerEnter(Collider other) { if (other.tag == "BarrelAttractor") { CapacitorController capacitorController = other.GetComponent <CapacitorAttractor>().controller; if (blackboard.capacitorController == null && capacitorController.currentColor == blackboard.entity.color) { blackboard.capacitorController = other.GetComponent <CapacitorAttractor>().controller; } } }
//This variables have to be reset every spawn public void ResetLifeVariables() { alive = true; playing = true; animationEnded = false; isGrounded = true; falling = false; currentHealth = player.maxHealth; currentEnergy = 0; player.CheckEnergyFullPS(); isInvulnerable = false; contactFlag = false; horizontalDirection = Vector3.zero; currentSpeed = 0f; isAffectedByContact = false; isContactCooldown = false; updateVerticalPosition = true; currentGravity = Physics.gravity.y; //fastMovementCharge = 0f; canShoot = true; firstShot = true; nextFire = 0; enemiesInRange.Clear(); shotsInRange.Clear(); vortexInRange.Clear(); turretsInRange.Clear(); worm = null; specialAttackDetector.SetActive(false); capacitor = null; device = null; hexagons.Clear(); infectionOrigin = Vector3.zero; infectionForces = Vector2.zero; destinationPoint = Vector3.zero; }