private void ReceiveDamage(int power)
        {
            HitPoint -= power;
            if (HitPoint < 0)
            {
                HitPoint = 0;
            }

            DamageTextEffect.Create(gameObject, power);
            gauge.Refresh();

            StageSceneGlobalVariables.Instance.PlayerParty.Combo += 1;
            int combo = StageSceneGlobalVariables.Instance.PlayerParty.Combo;

            if (combo >= 2)
            {
                ComboText.Create(gameObject, combo);
            }

            if (HitPoint == 0)
            {
                gameObject.AddComponent <EnemyDeadEraseEffect>();
                StageSceneGlobalVariables.Instance.Score += DeadScore;                  //スコア加算
            }
        }
 void Start()
 {
     playerPos      = GameObject.Find("Player").GetComponent <Transform> ();
     damageText     = GameObject.Find("Main Camera").GetComponent <DamageTextEffect> ();
     sword          = transform.GetChild(1);
     originalSpeed  = moveSpeed;
     originalHealth = GetComponent <EnemyHealth>().getHealth;
 }
Пример #3
0
 void Start()
 {
     checkenemy   = GameObject.Find("RaycastPlayer").GetComponent <CheckEnemy> ();
     fetchinput   = GameObject.Find("Main Camera").GetComponent <FetchInput> ();
     col          = GameObject.Find("Collider").GetComponent <BoxCollider2D> ();
     swordphysics = GameObject.Find("Sword").GetComponent <SwordPhysics> ();
     damageText   = GameObject.Find("Main Camera").GetComponent <DamageTextEffect>();
     player       = GameObject.Find("Player").GetComponent <Transform> ();
 }
Пример #4
0
 /// <summary>
 /// The unit receives damage. Final damage amount done to the unit is decided by the Unit's ReceiveDamageAction method.
 /// The unit will get stunned if interruptableByNormalAttack is set to true.
 /// </summary>
 public void ReceiveDamage(int damage, Unit attacker, bool nonInterruptive = false)
 {
     if (!isInvincible && !isDead)
     {
         int realDamage = ReceiveDamageAction(damage, attacker);
         HP -= realDamage;
         if (HP <= 0)
         {
             Kill();
         }
         else if (!nonInterruptive && interruptableByNormalAttack)
         {
             Interrupt();
         }
         DamageTextEffect text = GameObject.Instantiate(damageTextPrefab).GetComponent <DamageTextEffect>();
         text.SetPosition(transform.position + Vector3.up * 1);
         text.SetText(realDamage.ToString());
     }
 }
Пример #5
0
 void Start()
 {
     damageText = Camera.main.GetComponent <DamageTextEffect> ();
     upgrade    = Camera.main.GetComponent <UpgradeController> ();
     gameOver   = Camera.main.GetComponent <GameOver> ();
 }
 private void ReceiveDamage(int power)
 {
     StageSceneGlobalVariables.Instance.PlayerParty.ReceiveDamage(power);
     DamageTextEffect.Create(gameObject, power);
 }
Пример #7
0
 void Start()
 {
     damageText   = Camera.main.GetComponent <DamageTextEffect> ();
     mission      = Camera.main.GetComponent <MissionController> ();
     healthSlider = GetComponent <EnemyHealthUI> ();
 }