Пример #1
0
 public void Attacked(GameObject attacker, int damage, Defects.Defect defect)
 {
     damageShowTime=damageShowTimer;
     if(activeAbil!=Abilities.AbilityType.shield)
     {
         block=false;
         if(curDefect==null && defect!=null)
         {
             receivedDefect=true;
             curDefect=defect;
             earnedDefect=true;
         }
         receivedDamage+=damage;
         this.hp-=damage;
         if(this.hp<=0)
             this.Die();
     }
     else
         block=true;
 }
Пример #2
0
    public void StepEnd()
    {
        if(activeAbil==Abilities.AbilityType.none && abilityInReuse)
        {
            abilityInReuse=false;
        }

        if(activeAbil!=Abilities.AbilityType.none && !abilityInReuse)
        {
            prevAbil=activeAbil;
            abilityInReuse=true;
            activeAbil=Abilities.AbilityType.none;
            AbilitySwitched();
        }
        if(defectInUse)
        {
            defectInUse=false;
            earnedDefect=false;
            curDefect=null;
        }
        t=0;

        if(!abilityInReuse && !earnedDefect)
            TryChoiceAbil();
    }
    public void StepEnd()
    {
        if(activeAbil==Abilities.AbilityType.none && abilityInReuse)
            abilityInReuse=false;
        loadOriginAbilities();

        if(activeAbil!=Abilities.AbilityType.none && !abilityInReuse)
        {
            prevAbil=activeAbil;
            abilityInReuse=true;
            activeAbil=Abilities.AbilityType.none;

            AbilitySwitched();
        }
        if(defectInUse)
        {
            if(curDefect.GetType() == typeof(Defects.DisableTurn))
                maxTurnAngle=temp.maxTurnAngle;
            defectInUse=false;
            earnedDefect=false;
            curDefect=null;
        }
        t=0;
        updateAttackPosition();
    }