public override void Interact(int potionFlags) { int startingHealth = health; base.Interact(potionFlags); if (startingHealth == health) { // please make something better for this HomebrewGame.CreateFloatingText(transform.position, ":(", Color.white); } }
// Use this for initialization protected override void Awake() { base.Awake(); if (Me == null) { Me = this; } else { throw new System.Exception("Can't have two players at once"); } HomebrewGame.AddMob(gameObject); SetHealth(); elementMap = new int[4] { (int)Elements.NONE, (int)Elements.FIRE, (int)Elements.WATER, (int)Elements.EARTH }; ownedElements = new bool[(int)Elements.SIZE] { true, false, true, false, true, false, true, // combination elements false, false, false }; quadrants = new GameObject[4] { selectorOverlay.transform.Find("Ring 0").gameObject, selectorOverlay.transform.Find("Ring 1").gameObject, selectorOverlay.transform.Find("Ring 2").gameObject, selectorOverlay.transform.Find("Ring 3").gameObject }; quadrantText = new Text[4] { selectorOverlay.transform.Find("Text 0").GetComponent <Text>(), selectorOverlay.transform.Find("Text 1").GetComponent <Text>(), selectorOverlay.transform.Find("Text 2").GetComponent <Text>(), selectorOverlay.transform.Find("Text 3").GetComponent <Text>() }; timeSinceJump = 0f; timeToDash = 0f; dashing = false; autodashing = false; activeElement = 0; reticle.SetActive(false); GetComponent <HomebrewFlags>().Set(Elements.PLAYER); SetElementText(); }
protected override void Awake() { base.Awake(); healthBar = Instantiate(HomebrewGame.Me.prefabEnemyHealth).GetComponent <SpriteRenderer>(); healthBar.transform.SetParent(transform, false); GetComponent <HomebrewFlags>().Set(Elements.PLAYER); HomebrewGame.AddMob(gameObject); SetHealth(); }
void Awake() { if (Me == null) { Me = this; } else { throw new System.Exception("Please don't instantiate more than one HomebrewGame"); } // fun fact: physics uses default gravity of 0, -1, 0, but physics2d uses default // gravity of 0, -9.8, 0. nice, right? Physics2D.gravity = new Vector2(0f, -9.8f * 2f); }
public override void Kill(GameObject who) { base.Kill(who); HomebrewGame.RemoveMob(gameObject); }
public virtual void OnDamage(int amount) { HomebrewGame.CreateFloatingText(transform.position, amount + "", Color.red); SetHealth(); }
// i attached a slime sprite renderer to the zone but it's just there so // that you can see where-ish they are public override void Interact(int potionFlags) { HomebrewGame.CreateFloatingText(transform.position, "Hit zone", Color.blue); }