Пример #1
0
    // Use this for initialization
    void Start()
    {
        GameObject healthBarObject = GameObject.FindGameObjectWithTag("HealthBar");

        splashFade   = FindObjectOfType <SplashFade>();
        playerHealth = playerMaxHealth;

        healthBarImage = healthBarObject.GetComponent <Image>();

        collisionDamage = FindObjectOfType <CollisionDamage>();
    }
Пример #2
0
    public void Action(Ability ability)
    {
        this.ability              = ability;
        collisionBehaviour        = FindAbility.GetAbilityBehaviour("Collision Damage", ability) as CollisionDamage;
        this.spaceTravelBehaviour = FindAbility.GetAbilityBehaviour("Space Travel", ability) as SpaceTravel;

        polygonColliders = user.GetComponents <PolygonCollider2D>();

        if (user.CompareTag("Player"))
        {
            Player player = user.GetComponent <Player>();
            direction = PlayerInformation.Direction;
        }
        else if (user.CompareTag("Enemy"))
        {
            Enemy enemy = user.GetComponent <Enemy>();
            direction = enemy.EnemyInfo.Direction;
        }

        RayCast();
    }
Пример #3
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        public Actor(string _key, UnitType _type, float _health, float _speed, float _acceleration, int _col_rect_x, int _col_rect_y)
            : base(_key, _col_rect_x, _col_rect_y)
        {
            unitType = _type;
            health = maxHealth = _health;
            speed = _speed;
            acceleration = _acceleration;
            curAnim = "idle";

            pos = new Vector2(Global.random.Next(100, Global.screenW - 100), Global.random.Next(100, Global.screenH - 100));
            col_rect.X = (int)pos.X;
            col_rect.Y = (int)pos.Y;

            stun_timer.Elapsed += new ElapsedEventHandler(stun_timer_Elapsed);
            attack_timer.Elapsed += new ElapsedEventHandler(attack_timer_Elapsed);
            death_timer.Elapsed += new ElapsedEventHandler(death_timer_Elapsed);
            invicibility_timer.Elapsed += new ElapsedEventHandler(invicibility_timer_Elapsed);

            stun_timer.AutoReset = death_timer.AutoReset = invicibility_timer.AutoReset = attack_timer.AutoReset = false;

            if (Global.collisionManager.dict.ContainsKey(key))
                colDamage = new CollisionDamage(Global.collisionManager.Get(key), this);
        }
Пример #4
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 private void Start()
 {
     collisionDamage = GetComponent <CollisionDamage>();
 }
Пример #5
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 // Use this for initialization
 void Start()
 {
     enemyMaxHealth  = enemyHealth;
     collisionDamage = FindObjectOfType <CollisionDamage>();
 }
Пример #6
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 public virtual void OnSpawnedCollision(GameObject host, GameObject collisionObject, CollisionDamage collisionDamage, float collisionSpeed)
 {
 }
Пример #7
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    public override void OnSpawnedCollision(GameObject host, GameObject collisionObject, CollisionDamage collisionDamage, float collisionSpeed)
    {
        ParticleSystem particleSystem = GetComponent <ParticleSystem>();

        if (particleSystem != null)
        {
            float count = Mathf.Min(minCount, collisionDamage.ScaleForSpeed(collisionSpeed) * maxCount);

            ParticleSystem.EmissionModule emission = particleSystem.emission;
            emission.rateOverTime       = count;
            particleSystem.maxParticles = (int)count;
        }
        else
        {
            Debug.Log("SpawnedParticleColorSet: Failed to find particle system on " + gameObject);
        }
    }
 private string CollisionDamageArgument()
 {
     return(CollisionDamagePrefix + " " + CollisionDamage.ToString(CultureInfo.CreateSpecificCulture("en-US")));
 }
    public override void OnSpawnedCollision(GameObject host, GameObject collisionObject, CollisionDamage collisionDamage, float collisionSpeed)
    {
        ParticleSystem particleSystem = GetComponent <ParticleSystem>();

        if (particleSystem != null)
        {
            //TODO average all sprites
            //TODO maybe add a more exact way to get the color
            SpriteRenderer spriteRenderer = host.GetComponentInChildren <SpriteRenderer>();
            if (spriteRenderer != null)
            {
                ParticleSystem.MainModule main = particleSystem.main;
                main.startColor = spriteRenderer.color;
            }
            else
            {
                Debug.Log("SpawnedParticleColorSet: Failed to get sprite render from " + host);
            }
        }
        else
        {
            Debug.Log("SpawnedParticleColorSet: Failed to find particle system on " + gameObject);
        }
    }