void Update() { playerStatus = FindObjectOfType <Character>().mystatus; switch (playerStatus) { case Character.Status.normal: nowStatus.sprite = normal; break; case Character.Status.cheek: nowStatus.sprite = cheek; break; case Character.Status.beam: nowStatus.sprite = beam; break; case Character.Status.fire: nowStatus.sprite = fire; break; case Character.Status.cutter: nowStatus.sprite = cutter; break; case Character.Status.sword: nowStatus.sprite = sword; break; default: nowStatus.sprite = normal; break; } }
public override Character.Status GetStatus() { ShirtItemInfo shirt = (ShirtItemInfo)this.info; Character.Status status = new Character.Status (); status.defense = shirt.defense; status.speed = shirt.speed; return status; }
public override Character.Status GetStatus() { WeaponItemInfo weapon = (WeaponItemInfo)this.info; Character.Status status = new Character.Status (); status.attack = weapon.attack; status.speed = weapon.speed; return status; }
public override Character.Status ApplyBuff(Character character) { int amount = ((StaminaBuffInfo)info).amount; character.stamina += amount; Character.Status status = new Character.Status (); status.stamina += amount; count--; return status; }
public void moveOnBoat(bool boatIsLeft) { position = (position == Character.Status.leftBoat ? Character.Status.rightBoat : Character.Status.leftBoat); Vector3 newValue = Devil.boatPos[boatSeat]; boatSeat = 1 - boatSeat; if (!boatIsLeft) { newValue.x = -newValue.x; } desPos = newValue; }
void CreateItems() { CreateItem(chara => { Character.Status spd = chara.Speed; spd.Remaining = spd.Max; chara.Speed = spd; }, "<Poition of Speed>" + Environment.NewLine + "Fills your speed to max.", 9, 4, 16, 4); }
public override Character.Status ApplyBuff(Character character) { Character.Status status = new Character.Status (); if (current < GameManager.Instance.currentTurn) { int damage = ((PoisonBuffInfo)info).damage; character.health -= damage; status.health -= damage; character.OnDamage(character, damage); current = GameManager.Instance.currentTurn; } return status; }
public int getPriestNum(Character.Status cur_charac_status) { int count = 0; for (int i = 0; i < 3; i++) { if (objPriest[i].position == cur_charac_status) { count++; } } return(count); }
public void moveOnBoat(bool boatIsLeft) { position = (position == Character.Status.leftBoat ? Character.Status.rightBoat : Character.Status.leftBoat); Vector3 newValue = Devil.boatPos[boatSeat]; boatSeat = 1 - boatSeat; if (!boatIsLeft) { newValue.x = -newValue.x; } devil.GetComponent <ToMove>().setDestination(newValue); // devil.transform.position = newValue; }
public void Move(bool boatIsLeft, int boatCapacity, int assignSeat) { if (position == Character.Status.leftLand) { if (boatIsLeft) { if (boatCapacity > 0) { position = Character.Status.leftBoat; Vector3 newValue = Devil.boatPos[1 - assignSeat]; devil.GetComponent <ToMove>().setDestination(newValue); // devil.transform.position = newValue; boatSeat = assignSeat; } } } else if (position == Character.Status.leftBoat) { if (boatIsLeft) { position = Character.Status.leftLand; moveToLeft(); } } else if (position == Character.Status.rightBoat) { if (!boatIsLeft) { position = Character.Status.rightLand; moveToRight(); } } else if (position == Character.Status.rightLand) { if (!boatIsLeft) { if (boatCapacity > 0) { position = Character.Status.rightBoat; Vector3 newValue = Devil.boatPos[1 - assignSeat]; newValue.x = -newValue.x; devil.GetComponent <ToMove>().setDestination(newValue); // devil.transform.position = newValue; boatSeat = assignSeat; } } } }
public Devil(int id, Vector3 _leftPos) { Vector3 newValue = _leftPos; position = Character.Status.rightLand; newValue.x = -newValue.x; devil = Object.Instantiate(Resources.Load("Prefabs/Devil"), newValue, Quaternion.identity) as GameObject; LeftPos = _leftPos; ButtonSimulation btn = devil.AddComponent <ButtonSimulation>(); btn.objType = Character.Type.classDevil; btn.id = id; boatSeat = 0; moveSpeed = 2.0f; devil.AddComponent <ToMove>(); }
public void Move(bool boatIsLeft, int boatCapacity, int assignSeat) { if (position == Character.Status.leftLand) { if (boatIsLeft) { if (boatCapacity > 0) { position = Character.Status.leftBoat; Vector3 newValue = Priest.boatPos[1 - assignSeat]; desPos = newValue; boatSeat = assignSeat; } } } else if (position == Character.Status.leftBoat) { if (boatIsLeft) { position = Character.Status.leftLand; moveToLeft(); } } else if (position == Character.Status.rightBoat) { if (!boatIsLeft) { position = Character.Status.rightLand; moveToRight(); } } else if (position == Character.Status.rightLand) { if (!boatIsLeft) { if (boatCapacity > 0) { position = Character.Status.rightBoat; Vector3 newValue = Priest.boatPos[1 - assignSeat]; newValue.x = -newValue.x; desPos = newValue; boatSeat = assignSeat; } } } }
public override Character.Status ApplyBuff(Character character) { Character.Status status = new Character.Status (); status.attack += ((AttackBuffInfo)info).attack; return status; }
public void CharStatus_ReturnsCorrectStatus(int damageTaken, Character.Status expectedStatus) { testChar.CurrentPhysicalDamage = damageTaken; Assert.AreEqual(expectedStatus, testChar.CharStatus); }