Пример #1
0
 /// <summary>
 /// ReceiveDamage. Gets damage and senderEntityCombat from EntityCombat script and works with it further.
 /// </summary>
 /// <param name="damage">amount of damage</param>
 /// <param name="senderEntityCombat">EntityCombat of an entity who sent the damage</param>
 public void ReceiveDamage(int damage, EntityCombat senderEntityCombat)
 {
     Debug.Log("Health before - " + _chars.Health);
     _chars.ChangeHealth(-damage);
     UpdateHealthInUI();
     Debug.Log("Heatlh after - " + _chars.Health);
 }
Пример #2
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 /// <summary>
 /// SendDamageToEnemy. Gets Enemy's combatController and works with it further, sending damage from own EntityCombat
 /// </summary>
 /// <param name="combatController">Enemy's Entity Combat that gets hit</param>
 public void SendDamageToEnemy(EntityCombat combatController)
 {
     Debug.Log("Hit happened");
     // TODO: make a delay for sending damage from player
     combatController.ReceiveDamage((int)WeaponDamages.STICK, _combatController);
     DisableActiveHitManager("SendDamageToEnemy()");
 }
Пример #3
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 /// <summary>
 /// ReceiveHitSignal. Gets a signal from WeaponHitManager about a hit from player
 /// </summary>
 /// <param name="combatController">EntityCombat that got hit</param>
 public void ReceiveHitSignal(EntityCombat combatController)
 {
     if (_playersCombat)
     {
         _playerBrain.SendDamageToEnemy(combatController);
     }
 }
Пример #4
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    public override void Interact()
    {
        base.Interact();
        EntityCombat playerCombat = playerInstance.player.GetComponent <EntityCombat>();

        if (playerCombat != null)
        {
            playerCombat.Attack(stats);
        }
    }
Пример #5
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 /// <summary>
 /// ReceiveDamage. ReceivesDamage from an entity
 /// </summary>
 /// <param name="damage">amount of damage</param>
 /// <param name="senderEntityCombat">EntityCombat of an entity who sent the damage</param>
 public void ReceiveDamage(int damage, EntityCombat senderEntityCombat)
 {
     // TODO: Send damage to Brain
     if (_playersCombat)
     {
         _playerBrain.ReceiveDamage(damage, senderEntityCombat);
     }
     else
     {
         _enemyBrain.ReceiveDamage(damage, senderEntityCombat);
     }
 }
Пример #6
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 public virtual void EntityDestroyed(EntityCombat combat)
 {
     if (effects.ContainsKey("fury"))
     {
         delayedActionSet = 0.5f;
         delayedSetAction = 2;
     }
     if (effects.ContainsKey("bloodlust"))
     {
         delayedHealthMod += 30;
     }
 }
Пример #7
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    private bool _longHitReady; // tells whether LongHitStart has ended and animation should proceed

    private void Awake()
    {
        _chars               = this.gameObject.GetComponent <EntityCharacteristics>();
        _eventHandler        = this.gameObject.GetComponent <EntityEventHandler>();
        _movementController  = this.gameObject.GetComponent <PlayerMovement>();
        _animationController = this.gameObject.GetComponent <PlayerAnimation>();
        _combatController    = this.gameObject.GetComponent <EntityCombat>();
        _UI = this.gameObject.GetComponent <PlayerUI>();

        _isAllowedToMove = true;

        _longHitLastFrame = false;
        _longHitReady     = false;

        FindAllWeaponManagers();
        _activeWeaponIndex = 0;

        DisableActiveHitManager("Awake");
    }
Пример #8
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 private void Awake()
 {
     movement = GetComponent <EnemyMovement>();
     stats    = GetComponent <EnemyStats>();
     combat   = GetComponent <EntityCombat>();
 }
Пример #9
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 public EntityController(EntityMovement movement, EntityCombat combat)
 {
     _movement = movement;
     _combat   = combat;
 }
Пример #10
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 /// <summary>
 /// SendDamage. Sends damage to an entity
 /// </summary>
 /// <param name="damage">amount of damage</param>
 /// <param name="otherEntityCombat">EntityCombat of an entity who is going to receive the damage</param>
 public void SendDamage(int damage, EntityCombat otherEntityCombat)
 {
     otherEntityCombat.ReceiveDamage(damage, this);
 }
Пример #11
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 /// <summary>
 /// ReceiveDamage. Gets damage and senderEntityCombat from EntityCombat script and works with it further.
 /// </summary>
 /// <param name="damage">amount of damage</param>
 /// <param name="senderEntityCombat">EntityCombat of an entity who sent the damage</param>
 public void ReceiveDamage(int damage, EntityCombat senderEntityCombat)
 {
     _chars.ChangeHealth(-damage);
 }
Пример #12
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 public virtual void EntityDestroyed(EntityCombat combat)
 {
     //Do nothing
 }
Пример #13
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 public virtual void DamageDealt(EntityCombat combat, float amt)
 {
     //Do nothing
 }