// Use this for initialization void Start() { GameObject healthBarObject = GameObject.FindGameObjectWithTag("HealthBar"); splashFade = FindObjectOfType <SplashFade>(); playerHealth = playerMaxHealth; healthBarImage = healthBarObject.GetComponent <Image>(); collisionDamage = FindObjectOfType <CollisionDamage>(); }
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(); }
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); }
private void Start() { collisionDamage = GetComponent <CollisionDamage>(); }
// Use this for initialization void Start() { enemyMaxHealth = enemyHealth; collisionDamage = FindObjectOfType <CollisionDamage>(); }
public virtual void OnSpawnedCollision(GameObject host, GameObject collisionObject, CollisionDamage collisionDamage, float collisionSpeed) { }
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); } }