private void Update() { if (Input.GetKeyDown(KeyCode.Z)) { DamageText dt = DamageTextPool.Instance.GetDamageText(); Vector3 pos = this.transform.position; dt.SetDamageText(pos, 0, false, false, Color.red); //pos.y += 2f; //dt.SetDamageText(pos, (int)Random.Range(1,99999), false, false, Color.red); //dt.SetDamageText(pos, 1, false, false, Color.red); } if (Input.GetKeyDown(KeyCode.C)) { DamageText dt = DamageTextPool.Instance.GetDamageText(); Vector3 pos = this.transform.position; dt.SetDamageText(pos, Random.Range(1, 10000), false, false, Color.red); //pos.y += 2f; //dt.SetDamageText(pos, (int)Random.Range(1,99999), false, false, Color.red); //dt.SetDamageText(pos, 1, false, false, Color.red); } if (Input.GetKeyDown(KeyCode.Z)) { DamageText dt = DamageTextPool.Instance.GetDamageText(); Vector3 pos = this.transform.position; dt.SetDamageText(pos, 0, false, true, Color.red); } }
/* * void SpawnDamageText(int damage, bool critical, Color color) * { * if (damage > 0) * { * var damage_text = DamageTextPool.Instance.GetDamageText(); * if (damage_text != null) * { * Vector3 damage_text_offset = navmesh_agent.radius * (UnityEngine.Random.Range(-1.0f, 1.0f) * camera_transform.right + UnityEngine.Random.Range(1.0f, 1.5f) * Vector3.up - camera_transform.forward); * damage_text.SetDamageText(hit_bone_node.position + damage_text_offset, damage, critical, false, color); * } * } * } */ // Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { Debug.LogError("aaaa"); DamageText dt = DamageTextPool.Instance.GetDamageText(); dt.SetDamageText(Vector3.zero, Random.Range(1, 100), false, false, Color.red); dt = DamageTextPool.Instance.GetDamageText(); dt.SetDamageText(Vector3.right, Random.Range(100, 1000), false, false, Color.red); dt = DamageTextPool.Instance.GetDamageText(); dt.SetDamageText(-Vector3.right, Random.Range(1000, 10000), false, false, Color.red); dt = DamageTextPool.Instance.GetDamageText(); dt.SetDamageText(Vector3.up, Random.Range(10000, 99999), false, false, Color.red); dt = DamageTextPool.Instance.GetDamageText(); dt.SetDamageText(Vector3.up + Vector3.right, Random.Range(1, 99999), false, false, Color.red); dt = DamageTextPool.Instance.GetDamageText(); dt.SetDamageText(Vector3.up - Vector3.right, Random.Range(1, 99999), false, false, Color.red); } else if (Input.GetKeyDown(KeyCode.Z)) { var damage_text = DamageTextPool.Instance.GetDamageText(); if (damage_text != null) { Vector3 damage_text_offset = 0.5f * (UnityEngine.Random.Range(-1.0f, 1.0f) * camera_transform.right + UnityEngine.Random.Range(1.0f, 1.5f) * Vector3.up - camera_transform.forward); damage_text.SetDamageText(hit_bone_node.position + damage_text_offset, Random.Range(1, 100000), true, false, critical_color); } } }
public override void TakeDamage(int damage, Character offendingCharacter) { base.TakeDamage(damage, offendingCharacter); GameObject damageTextObject = Managers.Pooler.SpawnFromPool("DamageText", transform.position, Quaternion.identity, 0.4f); DamageText damageText = damageTextObject.GetComponent <DamageText>(); damageText.transform.LookAt(Managers.Gameplay.player.transform); damageText.SetDamageText(damage.ToString()); damageText.animator.Play("DamageTextAnimation", -1, 0f); Stun(); if (!IsAggroed()) { Aggro(offendingCharacter.transform); } if (offendingCharacter.tag == "Player" && health > 0) { Managers.Audio.PlayHitTargetSound(4); } }
public void HitBuff(InBattleUnit other) { int heal = other.data.AttackFactor; int calculation = Mathf.Clamp((data.TotalHitPoints - data.HitPoints), 0, heal); data.HitPoints += calculation; HealAnimation(calculation); //--- DamageText dt = DamageTextPool.Instance.GetDamageText(); Vector3 pos = this.transform.position; pos.y += 200; dt.SetDamageText(pos, calculation, false, false, Color.green); Debug.Log("a"); }
public void HitDamage(InBattleUnit other) { // int damage = other.data.AttackFactor; // int calculation = Mathf.Clamp(damage - data.DefenceFactor, 1, damage); // HitPoints -= calculation; //data.HitPoints = HitPoints; int damage = other.data.AttackFactor; int calculation = Mathf.Clamp(damage - data.DefenceFactor, 1, damage); //-- int nFinalDmg = this.AdvantageState(calculation, other.unitType); data.HitPoints -= nFinalDmg; Debug.Log("HitDamage c= " + calculation + " fianl = " + nFinalDmg); HitDamageAnimation(nFinalDmg); DamageText dt = DamageTextPool.Instance.GetDamageText(); Vector3 pos = this.transform.position; pos.y += 200; dt.SetDamageText(pos, calculation, false, false, Color.red); if (data.HitPoints <= 0) { data.Destroyed(other.data); data.Cell.PlayerNumber = -1; } }
public void Spawn(float damage) { DamageText instance = Instantiate <DamageText>(damageText, transform); instance.SetDamageText(damage); }