private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player") && !other.isTrigger) { //Debug.Log("进入了饿啊 我碰到了" + other + ", 它" + other.transform.position); context.Raise(); playerInRange = true; } }
public void OpenChest() { //dialog window on dialogBox.SetActive(true); //dialog text = content text dialogText.text = contents.itemDescription; //add contents to the inventory playerInventory.AddItem(contents); playerInventory.currentItem = contents; //raise the singnal to the palyer to animate raiseItem.Raise(); //raise the context clue context.Raise(); //set the chest to opened isOpen = true; storedOpen.initialValue = isOpen; anim.SetBool("opened", isOpen); }
private void MakeArrow() { if (playerInventory.currentMagic >= projectile.GetComponent <Arrow>().magicCost) { Arrow arrow = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent <Arrow>(); arrow.Setup(new Vector2(animator.GetFloat("moveX"), animator.GetFloat("moveY")), getRotation()); playerInventory.ReduceMagic(arrow.magicCost); reduceMagic.Raise(); } }
private void TakeDamage(float damage) { health -= damage; if (health <= 0) { DeathEffect(); MakeLoot(); gameObject.SetActive(false); if (roomSignal != null) { roomSignal.Raise(); } } }
public void Knock(float knockTime, float damage) { currentHealth.runtimeValue -= damage; PlayerHealthSignaler.Raise(); //Debug.Log("进入PlayerMovement内的Knock方法, currentHealth.runtimeValue : " + currentHealth.runtimeValue); playerHit.Raise(); if (currentHealth.runtimeValue > 0) { //Debug.Log("启动玩家生命信号"); StartCoroutine(KnockCo(knockTime)); } else { this.gameObject.SetActive(false); } }
public void Use(int amountToIncrease) { playerHealth.runtimeValue += amountToIncrease; healthSignal.Raise(); }
public void Use(int amountToIncrease) { playerInventory.currentMagic = playerInventory.maxMagic < (playerInventory.currentMagic + amountToIncrease) ? playerInventory.maxMagic:playerInventory.currentMagic + amountToIncrease; magicSignal.Raise(); }