public void DestroyMe() { EventQueue.AddMessage(Name() + " is destroyed", 1); room.enemies.Remove(gameObject); room.RemoveObject(gameObject); Destroy(gameObject); }
public void DoAction() { int damage = Random.Range(1, 10); Player.instance.health -= damage; EventQueue.AddMessage(Name() + " bites!"); EventQueue.AddEvent(Player.instance.gameObject, damage, DamageTypes.Physical); }
public void ReceiveHit(int damage, DamageTypes damageType) { health -= damage; int index = EventQueue.AddMessage("the bomb receives damage"); if (damageType == DamageTypes.Fire) { Explode(index); } }
void Explode(int index) { index = EventQueue.AddMessage("the bomb explodes!", index + 1); EventQueue.AddDestroy(gameObject, index + 1); foreach (GameObject item in room.AllEntities()) { if (item != gameObject) { EventQueue.AddEvent(item, 20, DamageTypes.Fire); } } }
public void ReceiveHit(int damage, DamageTypes damageType) { if (gameObject != null) { int index = EventQueue.AddMessage(Name() + " surstains " + damage + " damage"); health -= damage; if (health < 1) { EventQueue.AddDestroy(gameObject, index + 1); } } }
public void Heal() { if (turnAvailable && !GameController.frozen && Player.instance.magic > 0) { UIController.instance.Reset(); Player.instance.magic -= 1; int damage = Random.Range(10, 20); EventQueue.AddMessage("you cast heal!"); EventQueue.AddEvent(Target(), -damage, DamageTypes.Physical); if (BattleController.inCombat) { turnAvailable = false; } } }
public void Attack() { if (turnAvailable && !GameController.frozen) { UIController.instance.Reset(); SpeechBubble.mainBubble.Activate(); int damage = Random.Range(1, 10); EventQueue.AddMessage("you attack!"); EventQueue.AddEvent(Target(), damage, DamageTypes.Physical); if (BattleController.inCombat) { turnAvailable = false; } } }
public void Fire() { if (turnAvailable && !GameController.frozen && Player.instance.magic > 0) { UIController.instance.Reset(); Player.instance.magic -= 1; SpeechBubble.mainBubble.Activate(); int damage = Random.Range(10, 20); EventQueue.AddMessage("you cast fire!"); EventQueue.AddEvent(Target(), damage, DamageTypes.Fire); if (BattleController.inCombat) { turnAvailable = false; } } }
public void ReceiveHit(int damage, DamageTypes damageType) { print("player receives hit"); EventQueue.AddMessage("you sustain " + damage + " damage", 1); health -= damage; }