void Start() { speed = 15; GetComponent <Rigidbody2D>().velocity = new Vector2(bulletDir * speed, 0); bulletDir = 1; bulletDamage = DamageCalc.fixedDamage("Bullet"); }
public int DamageShield(int Attack) { int extraDamage = 0; if (_recharging) { _recharging = false; StopCoroutine("RechargeShield"); } int damage = DamageCalc.CalcShield(Attack, _playerControl.playerStats.Armor + _playerControl.playerStats.Defense, DamageType.Kinetic); _playerControl.playerStats.Shield -= damage; if (_playerControl.playerStats.Shield < 0) { extraDamage = -_playerControl.playerStats.Shield; _playerControl.playerStats.Shield = 0; } // Update what the health bar looks like. UpdateShieldBar(); // Play a random clip of the player getting hurt. //int i = Random.Range(0, shieldClips.Length); //AudioSource.PlayClipAtPoint(shieldClips[i], transform.position); return(extraDamage); }
public static void Do() { var UseQ = Program.LastHitMenu["QL"].Cast <CheckBox>().CurrentValue; var minion = EntityManager.MinionsAndMonsters.GetLaneMinions( EntityManager.UnitTeam.Enemy, ObjectManager.Player.Position, 600, true); if (minion != null) { if (UseQ) { var selectQ = minion.Where( t => DamageCalc.GetQDamage(t) >= t.Health && Program.myHero.Distance(t) < Program.getQ.Range) .FirstOrDefault(); if (selectQ != null) { Program.getQ.Cast(selectQ); } } } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag != GameTags.Loot) { this.SpaceShip.OnCollisiion(DamageCalc.PowerFunc(DamageCalc.GetDamageForce(collision))); } }
public void OnCollisionEnter2D(Collision2D collision) { // missle hits does not count if (collision.gameObject.GetComponent <MissleBehaviour>() == null) { this.Damage(DamageCalc.PowerFunc(DamageCalc.GetDamageForce(collision), this.scaleDamageSensivity)); } }
public void DamageHealth(int Attack) { int damage = DamageCalc.CalcDamage(Attack, _enemy.Defense, DamageType.Energy); _health -= damage; if (_health < 0) { _health = 0; } UpdateHealthBar(); }
public int DamageShield(int Attack) { int extraDamage = 0; int damage = DamageCalc.CalcShield(Attack, _enemy.Defense, DamageType.Kinetic); _shield -= damage; if (_shield < 0) { extraDamage = -_shield; _shield = 0; } UpdateShieldBar(); return(extraDamage); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Enemy")) { health -= DamageCalc.CalcDamage(base_damage, type, other.GetComponent <UnitController>().type); } if (other.gameObject.CompareTag("Player")) { health -= DamageCalc.CalcDamage(base_damage, type, other.GetComponent <UnitController>().type); } if (health < 0) { health = 0; } if (health <= 0) { this.gameObject.SetActive(false); } }
public Recount(DamageCalc calc) { calc.OnCombatLogEvent += OnCombatLogEvent; var sim = calc.Sim; sim.EnteringCombat += EnteringCombat; sim.LeavingCombat += LeavingCombat; sim.MainHand.OnSwing += OnMainHandSwing; foreach (var abil in sim.Abilities) abil.OnCast += OnCast; foreach (var buff in sim.Buffs) { buff.OnActivate += OnActivate; buff.OnRefresh += OnRefresh; buff.OnExpire += OnExpire; buff.OnCancel += OnCancel; buff.OnTick += OnTick; } }
public void TakeDamage(int Attack) { // Create a vector that's from the enemy to the player with an upwards boost. //Vector3 hurtVector = transform.position - enemy.position + Vector3.up * 5f; // Add a force to the player in the direction of the vector and multiply by the hurtForce. //GetComponent<Rigidbody2D>().AddForce(hurtVector * hurtForce); int damage = DamageCalc.CalcDamage(Attack, _playerControl.playerStats.Armor + _playerControl.playerStats.Defense, DamageType.Energy); _playerControl.playerStats.Health -= damage; if (_playerControl.playerStats.Health < 0) { _playerControl.playerStats.Health = 0; } // Update what the health bar looks like. UpdateHealthBar(); // Play a random clip of the player getting hurt. int i = Random.Range(0, ouchClips.Length); //AudioSource.PlayClipAtPoint(ouchClips[i], transform.position); }
void Start() { fixedDamage = DamageCalc.fixedDamage("Melee"); StartCoroutine("WaitForDirection"); }
public float EmpowerInWeapon(float weaponDamage, float elementalDamage, DamageCalc calc) { return(calc(weaponDamage, elementalDamage)); }
void Start() { //ダメージ計算 GameObject gen = GameObject.Find ("EDamageTextGen"); damageCalc = gen.GetComponent<DamageCalc> (); player = GameObject.FindWithTag ("Player"); //SendMessageにも使用 pstats = player.GetComponent<PlayerControl>(); //ステータスを参照 //敵プレハブの子のキャンバスを取得 childCanvas = me.gameObject.transform.FindChild ("Canvas").gameObject; //キャンバスの子のテキストオブジェクトを取得 childText = childCanvas.gameObject.transform.FindChild ("Text").gameObject; //さらにテキストオブジェクトからテキストコンポーネントを取得 myName = childText.GetComponent<Text> (); enemyStats = this.gameObject.GetComponent<EnemyStats> (); //自分のテキストに名前を表示 myName.text = enemyStats.eName; //HPゲージの最大値を敵のHPの最大値で初期化 childSlider = childCanvas.gameObject.transform.FindChild ("Slider").gameObject; eHpGauge = childSlider.GetComponent<Slider> (); eHpGauge.maxValue = enemyStats.eHp; meTrans = me.GetComponent<Transform> (); }
void Start() { Debug.Log ("start"); moveSpeed = 0.1f; pos = transform.localPosition; stageControl = mainCamera.GetComponent<StageControl> (); //ステージクリアまで代入 pHp = PlayerStats.hitpoint * 5; pAtk = PlayerStats.attack; pDef = PlayerStats.deffence; pAgl = PlayerStats.agility; pHeal = PlayerStats.heal; pHpSlider = GameObject.Find ("PlayerHPGauge").GetComponent<Slider> (); pHpSlider.maxValue = pHp; //ダメージ var obj = GameObject.Find ("EDamageTextGen"); gen = obj.GetComponent<EDamageTextGen>(); damageCalc = obj.GetComponent<DamageCalc>(); //自然回復 StartCoroutine ("PlayerHeal", pHeal); }
public float DamageCalc(ref AnimalName animal) { float damage = 0; float fireDamage = firePassive.GetDamage(stat.weaponDamage); float waterDamage = waterPassive.GetDamage(stat.weaponDamage); float grassDamage = grassPassive.GetDamage(stat.weaponDamage); switch (animal) { case AnimalName.FOX: if (player.stat.curWeaponProperty == ElementalProperty.Water) { dele = new DamageCalc(waterPassive.DamagePercent); damage = waterPassive.EmpowerInWeapon(waterDamage, 50f, dele); } else if (player.stat.curWeaponProperty == ElementalProperty.Fire) { damage = fireDamage; } else { damage = grassDamage; } break; case AnimalName.FROG: if (player.stat.curWeaponProperty == ElementalProperty.Grass) { dele = new DamageCalc(grassPassive.DamagePercent); damage = grassPassive.EmpowerInWeapon(grassDamage, 50f, dele); } else if (player.stat.curWeaponProperty == ElementalProperty.Fire) { damage = fireDamage; } else { damage = waterDamage; } break; case AnimalName.RACCOON: if (player.stat.curWeaponProperty == ElementalProperty.Fire) { dele = new DamageCalc(firePassive.DamagePercent); damage = firePassive.EmpowerInWeapon(fireDamage, 50f, dele); } else if (player.stat.curWeaponProperty == ElementalProperty.Water) { damage = waterDamage; } else { damage = grassDamage; } break; } return(damage); }