public void Awake() { _buildingManager = BuildingManager.Instance; _fightSimulator = FightSimulator.Instance; state = Hero.State.Idle; dying = false; }
internal void setup(Transform follow, Hero.Data data, Hero.State state) { _text.text = data.ip + "\n" + data.name; id_ = data.id; if (state == Hero.State.Joined) { this._state = State.Joined; } else if (state == Hero.State.Ready) { this._state = State.Ready; } refresh(); if (_objRender != null) { UIRenderManager.Instance.destroy(_objRender); _objRender = null; } _objRender = UIRenderManager.Instance.create(data.platform.ToString()); _objRender.follow = follow; _renderImage.texture = _objRender.renderTexture; //_renderImage.rectTransform.sizeDelta _renderImage.SetNativeSize(); }
public Hero(string name, Hero.Special special, int Health, Hero.State state) { this.Name = name; this.special = special; this.MaxHealth = Health; this.TempHealth = MaxHealth; this.state = state; }
public void setState(Hero.State s) { state = s; }
public void takeDamage(Organism attacker, float amount) { health -= amount; if (health <= 0) { state = Hero.State.Dead; attacker.setState(Hero.State.Idle); setSprite(4); attacker.setTarget(null); if (!dying) { die(); } } }
public void attack() { Debug.Log("Power Level: " + powerLevel); if (target == null || target.getState().Equals(Hero.State.Dead)) { state = Hero.State.Idle; return; } if (cooledDown()) { if (target.cooledDown()) { if (target.getPowerLevel() > powerLevel) { target.hit(); takeDamage(target, target.getPowerLevel() * Constants.ATTACK_MULTIPLIER); target.decreasePowerLevel(); } else { lastHitTime = Time.time; target.takeDamage(this, powerLevel * Constants.ATTACK_MULTIPLIER); decreasePowerLevel(); } } else { lastHitTime = Time.time; target.takeDamage(this, powerLevel * Constants.ATTACK_MULTIPLIER); decreasePowerLevel(); } ToggleAttackPose(); } }