private void InitContents( BarrelType type ) { Item item = null; byte count = (byte)Utility.RandomMinMax( 10, 30 ); for( byte i = 0; i < count; i++ ) { switch( type ) { default: case BarrelType.Arrows: item = new Arrow( Utility.RandomMinMax( 2, 6 ) ); break; case BarrelType.Bolts: item = new Bolt( Utility.RandomMinMax( 2, 6 ) ); break; case BarrelType.Farming: { if( i > 3 ) return; switch( Utility.Random( 3 ) ) { case 0: item = new Shovel(); break; case 1: item = new Scythe(); break; case 2: item = new Pitchfork(); break; } break; } case BarrelType.LargeMining: { if( i > 5 ) return; switch( Utility.Random( 5 ) ) { case 0: item = new Pitchfork(); break; case 1: case 2: item = new Shovel(); break; case 3: case 4: item = new Pickaxe(); break; } break; } case BarrelType.LargeWeapon1: case BarrelType.LargeWeapon2: case BarrelType.LargeWeapon3: { if( i > 6 ) return; switch( Utility.Random( 6 ) ) { case 0: item = new Spear(); break; case 1: item = new Halberd(); break; case 2: item = new Axe(); break; case 3: item = new ThinLongsword(); break; case 4: item = new WarAxe(); break; case 5: item = new VikingSword(); break; } break; } case BarrelType.Mining: { if( i > 3 ) return; item = new Pickaxe(); break; } case BarrelType.Spears: { if( i > 4 ) return; item = new Spear(); break; } case BarrelType.Weapons: { if( i > 3 ) return; switch( Utility.Random( 3 ) ) { case 0: item = new WarAxe(); break; case 1: item = new WarMace(); break; case 2: item = new Maul(); break; } break; } } if( item != null ) DropItem( item ); } }
public static Spear Read(Spear weapon, ref BinaryReader reader) { weapon = PhysicalObjectHandler.Read(weapon, ref reader); weapon.changeDirCounter = reader.ReadInt32(); weapon.closestCritDist = reader.ReadSingle(); weapon.exitThrownModeSpeed = reader.ReadSingle(); weapon.firstFrameTraceFromPos = Vector2NHandler.Read(ref reader); //Weapon.Mode lastMode = (Weapon.Mode)reader.ReadInt32(); Weapon.Mode mode = (Weapon.Mode)reader.ReadInt32(); if (mode != weapon.mode) { //weapon.ChangeOverlap(true); weapon.ChangeMode(mode); } if (mode == Weapon.Mode.Thrown && weapon.grabbedBy.Count > 0) { weapon.AllGraspsLetGoOfThisObject(false); } //weapon.lastMode = lastMode; weapon.mode = mode; weapon.rotation = Vector2Handler.Read(ref reader); weapon.rotationSpeed = reader.ReadSingle(); weapon.throwModeFrames = reader.ReadInt32(); weapon.thrownBy = DistHandler.ReadCreature(ref weapon.thrownBy, ref reader, weapon.room); weapon.thrownClosestToCreature = DistHandler.ReadCreature(ref weapon.thrownClosestToCreature, ref reader, weapon.room); weapon.thrownPos = Vector2Handler.Read(ref reader); return(weapon); }
void Update() { if (Input.GetKeyDown(KeyCode.S)) { Spear s = GetSpear(); if (s != null) { s.Fire(Launcher.up, 30f); } } if (Move) { float z = Launcher.localEulerAngles.z; Launcher.localEulerAngles += Vector3.forward * Speed * Time.deltaTime * direction; if (direction == 1) { if (z > MaxAngle - 1f && z < 180f) { direction = -1; } } else { if (z < 360 - (MaxAngle - 1f) && z > 180f) { direction = 1; } } } }
public static void Main() { ICharacter barbarian = new Spear(new Sword(new Dagger(new BaseCharacter()))); WriteLine("Character description: " + barbarian.GetDescription()); WriteLine("Character Impact Level: " + barbarian.GetImpactLevel()); }
//This is necessary and i kid you not, it actually f****d up ONCE without this private void OnTriggerStay(Collider other) { if (itemsInContact.Count == 0) { Spear spear = other.GetComponent <Spear>(); if (spear != null) { if (!itemsInContact.Contains(other.transform)) { itemsInContact.Add(other.transform); if (itemsInContact.Count == requiredWeight) { if (buttonState == States.released && buttonRequest != Requests.release) { StartCoroutine(AnimatePress(transform.position)); } else if (buttonState == States.releasing) { buttonRequest = Requests.press; } } } } } }
public override void Attack() { if (!m_IsPlaced) { return; } if (m_AttackDelay <= 0) { if (m_EnemyTarget != null) { if (!m_EnemyTarget.active || m_EnemyTarget.GetComponent <AI>().getHealth() <= 0) { m_EnemyTarget = null; return; } MusicHandler.PlaySound(SoundType.SPEAR_THROW); m_AttackDelay = DEFAULT_ATTACK_DELAY; float angle = Mathf.Atan2(m_EnemyTarget.transform.position.y - transform.position.y, m_EnemyTarget.transform.position.x - transform.position.x); GameObject obj = SpriteManage.CREATE_SPRITE(SpriteType.SPEAR); Debug.Assert(obj); obj.transform.position = transform.position; Spear spear = obj.GetComponent <Spear>(); spear.Init(angle, ObjectSide.OUR_SIDE); } else { m_AttackDelay = 0; } } }
protected override void InitPlayer(Network_Player player) { FieldInfo eventRef_swingv = typeof(Spear).GetField("eventRef_swing", BindingFlags.NonPublic | BindingFlags.Instance); Spear spear = player.gameObject.AddComponent <Spear>(); spear.name = fullName; spear.attackMask = player.GetComponentsInChildren <Spear>(true)[0].attackMask; eventRef_swingv.SetValue(spear, eventRef_swingv.GetValue(player.GetComponentsInChildren <Spear>(true)[0])); spear.enabled = false; FieldInfo attackRangev = typeof(Spear).GetField("attackRange", BindingFlags.NonPublic | BindingFlags.Instance); FieldInfo damagev = typeof(Spear).GetField("damage", BindingFlags.NonPublic | BindingFlags.Instance); attackRangev.SetValue(spear, range); damagev.SetValue(spear, damage); System.Console.WriteLine(owner.Metadata.ModName + ": Added weapon " + fullName + "; damage=" + damage + ", range=" + range + ", cooldown=" + cooldown); //The spear probably stores a parented object that represents the actual mesh //foreach (Spear sp in player.GetComponentsInChildren<Spear>()) //{ // System.Console.WriteLine(sp.GetType().ToString()); //} //TODO: Still not useable, find out how it works //TODO: Also things that are already weapons should be added here }
public void ReturnSpear(Spear spear) { availableSpearIndexPool.Add(spear.index); spear.gameObject.SetActive(false); spear.transform.position = new Vector3(0, 0, -1); spear.Reset(); }
// angle in radian public void throwSpear(float angle) { if (m_Health <= 0) { return; } if (m_currentWeapon != null) { if (m_weaponDelay > 0) { return; } if (m_currentWeapon.m_Quantity <= 0) { return; } if (m_currentWeapon.m_item == ItemType.SPEAR) { m_currentWeapon.m_Quantity--; m_Weapons.setQuantity(m_currentWeapon); GameObject temp = SpriteManage.CREATE_SPRITE(SpriteType.SPEAR); Spear spear = temp.GetComponent <Spear>(); spear.transform.position = transform.position; spear.Init(angle, ObjectSide.OUR_SIDE); MusicHandler.PlaySound(SoundType.SPEAR_THROW); m_weaponDelay = AXE_DELAY; if (m_currentWeapon.m_Quantity <= 0) { changeWeapon(0); } } } }
private void ThrowSpear() { if (heldSpear != null) { if (Input.GetMouseButton(0)) { if (Force < heldSpear.stats.minForce) { Force = heldSpear.stats.minForce; } else { float forceToAdd = ((heldSpear.stats.maxForce - heldSpear.stats.minForce) / heldSpear.stats.chargeTime) * Time.deltaTime; Force += forceToAdd; } charge = (Force - heldSpear.stats.minForce) / (heldSpear.stats.maxForce - heldSpear.stats.minForce); chargedPos = Vector3.back * retractionDistance; heldSpear.transform.localPosition = Vector3.Lerp(Vector3.zero, chargedPos, charge); } else if (Input.GetMouseButtonUp(0)) { Rigidbody spearRB = heldSpear.GetComponent <Rigidbody>(); heldSpear.transform.parent.DetachChildren(); spearRB.isKinematic = false; spearRB.velocity = heldSpear.transform.forward * Force; heldSpear = null; Force = 0; } } }
private void OnTriggerExit(Collider other) { Spear spear = other.GetComponent <Spear>(); if (spear != null) { if (itemsInContact.Contains(other.transform)) { itemsInContact.Remove(other.transform); if (itemsInContact.Count == requiredWeight - 1) { if (buttonState == States.pressed && buttonRequest != Requests.press) { StartCoroutine(AnimateRelease(transform.position)); } else if (buttonState == States.pressing) { buttonRequest = Requests.release; } else if (buttonState == States.releasing) { buttonRequest = Requests.nothing; } } } } }
public DummyFence() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Fencer int iHue = 20 + Team * 40; // int jHue = 25 + Team * 40; // Skills and Stats this.InitStats(125, 125, 90); this.Skills[SkillName.Fencing].Base = 120; this.Skills[SkillName.Anatomy].Base = 120; this.Skills[SkillName.Healing].Base = 120; this.Skills[SkillName.Tactics].Base = 120; // Name this.Name = "Fencer"; // Equip Spear ssp = new Spear(); ssp.Movable = true; ssp.Crafter = this; ssp.Quality = WeaponQuality.Regular; AddItem(ssp); Boots snd = new Boots(); snd.Hue = iHue; snd.LootType = LootType.Newbied; AddItem(snd); ChainChest cht = new ChainChest(); cht.Movable = false; cht.LootType = LootType.Newbied; cht.Crafter = this; cht.Quality = ArmorQuality.Regular; AddItem(cht); ChainLegs chl = new ChainLegs(); chl.Movable = false; chl.LootType = LootType.Newbied; chl.Crafter = this; chl.Quality = ArmorQuality.Regular; AddItem(chl); PlateArms pla = new PlateArms(); pla.Movable = false; pla.LootType = LootType.Newbied; pla.Crafter = this; pla.Quality = ArmorQuality.Regular; AddItem(pla); Bandage band = new Bandage(50); AddToBackpack(band); }
public Hastati() : base() { s = new Spear(); name = "Hastati"; speed = 2; Defense(); attack = s.Attack(); }
public void ThrowSpear() { Vector2 velocity = new Vector2(anim.GetFloat("LastMoveX"), anim.GetFloat("LastMoveY")); Spear spear = Instantiate(throwableSpear, throwingPoint.transform.position, Quaternion.identity).GetComponent <Spear>(); float zRotation = Mathf.Atan2(-anim.GetFloat("LastMoveX"), anim.GetFloat("LastMoveY")) * Mathf.Rad2Deg; spear.Setup(velocity, new Vector3(0, 0, zRotation)); }
public void EquipSpear(Spear s) { rb_spear = s.rb; rb_spear.constraints = RigidbodyConstraints2D.None; _spear = s; _spear.spearState = Spear.SpearState.Holding; _spear.box.enabled = false; SwitchSpears(); }
void SpearTaken(Spear spear) { if (spears.Contains(spear) && spearsLeft > 0) { spearsLeft--; spears.Remove(spear); StartCoroutine(Refill()); } }
private static void Spear_LodgeInCreature(On.Spear.orig_LodgeInCreature orig, Spear self, SharedPhysics.CollisionResult result, bool eu) { //Create an emitter when a create is impaled by a spear orig.Invoke(self, result, eu); if (self.stuckInChunk != null) { self.room.AddObject(new BloodEmitter(self, self.stuckInChunk, UnityEngine.Random.Range(5f, 8f), UnityEngine.Random.Range(1f, 3f))); } }
public void OnHit(Spear spear) { ExitCurrentState(); GameObject player = GameObject.FindWithTag("Player"); if(player != null){ player.SendMessage("OnHunted"); EnterHunting(player); } }
public DummyFence() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Fencer var iHue = 20 + Team * 40; var jHue = 25 + Team * 40; // Skills and Stats InitStats(125, 125, 90); Skills.Fencing.Base = 120; Skills.Anatomy.Base = 120; Skills.Healing.Base = 120; Skills.Tactics.Base = 120; // Equip var ssp = new Spear(); ssp.Movable = true; ssp.Crafter = this; ssp.Quality = WeaponQuality.Regular; AddItem(ssp); var snd = new Boots(); snd.Hue = iHue; snd.LootType = LootType.Newbied; AddItem(snd); var cht = new ChainChest(); cht.Movable = false; cht.LootType = LootType.Newbied; cht.Crafter = this; cht.Quality = ArmorQuality.Regular; AddItem(cht); var chl = new ChainLegs(); chl.Movable = false; chl.LootType = LootType.Newbied; chl.Crafter = this; chl.Quality = ArmorQuality.Regular; AddItem(chl); var pla = new PlateArms(); pla.Movable = false; pla.LootType = LootType.Newbied; pla.Crafter = this; pla.Quality = ArmorQuality.Regular; AddItem(pla); var band = new Bandage(50); AddToBackpack(band); }
protected override void FireWeapon() { Spear spear = Instantiate <Spear>(SpearPrefab, transform.position, Quaternion.identity); Vector2 spearDirection = new Vector2 { x = (isFlipped ? -1.0f : 1.0f), y = 0 }; spear.GetComponent <Rigidbody2D>().AddForce(spearDirection.normalized * 500, ForceMode2D.Force); spear.GetComponent <SpriteRenderer>().flipX = !isFlipped; Destroy(spear.gameObject, 3.0f); }
public static void Write(Spear spear, ref BinaryWriter writer) { Vector2NHandler.Write(spear.stuckInWall, ref writer); WeaponHandler.Write(spear, ref writer); writer.Write(spear.alwaysStickInWalls); writer.Write(spear.pinToWallCounter); writer.Write(spear.spearDamageBonus); DistHandler.Write(spear.stuckInObject, ref writer); Vector2NHandler.Write(spear.stuckInWall, ref writer); writer.Write(spear.stuckRotation); }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "Spear") { Spear spear = col.gameObject.GetComponentInChildren <Spear>(); if (spear.LightAttacking) { DestroyTarget(); } } }
public void Shoot() { if (m_BulletsLeft > 0 && m_CanShoot) { m_BulletsLeft--; Spear bullet = Instantiate(m_SpearPrefab, m_SpearPosition.position, Quaternion.identity).GetComponent <Spear>(); bullet.Initialize(); StartCoroutine(ShootEffect()); UpdateSpearIcon(); } }
public void ThrowSpear() { //Create our spear and call the onThrow to intialize it Spear s = spear; s.OnThrow(character.controller.Collisions.faceDir); //Spawn it in the world - the GameObject g = Instantiate(s.gameObject, null); g.transform.position = spearSpawnPos.position; }
public MugdarMineGuardWeak() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = NameList.RandomName("orc"); Body = 0x190; BaseSoundID = 0x45A; Title = "the Mugdar Tribe Quarry Guard"; Hue = Utility.RandomMinMax(2401, 2406); SetStr(96, 120); SetDex(81, 105); SetInt(36, 60); SetHits(30, 45); SetDamage(5, 7); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 25, 30); SetResistance(ResistanceType.Fire, 20, 30); SetResistance(ResistanceType.Cold, 10, 20); SetResistance(ResistanceType.Poison, 10, 20); SetResistance(ResistanceType.Energy, 20, 30); SetSkill(SkillName.MagicResist, 50.1, 75.0); SetSkill(SkillName.Tactics, 55.1, 80.0); SetSkill(SkillName.Wrestling, 50.1, 70.0); Fame = 0; Karma = 0; VirtualArmor = 28; OrcishKinMask helm = new OrcishKinMask(); helm.Hue = this.Hue; AddItem(helm); Spear spear = new Spear(); spear.Hue = 0; AddItem(spear); BoneChest bonechest = new BoneChest(); bonechest.Hue = 0; AddItem(bonechest); Sandals sandals = new Sandals(); sandals.Hue = 0; AddItem(sandals); }
private void Start() { Launcher.localScale = Vector3.one * LauncherSize; Spears.Clear(); for (int i = 0; i < SpearCount; i++) { Spear s = Instantiate(SpearPrefab, SpearContainer).GetComponent <Spear>(); s.transform.localScale = Vector3.one * SpearSize; s.Active = false; Spears.Add(s); } }
public static Spear Read(Spear spear, ref BinaryReader reader) { spear.stuckInWall = Vector2NHandler.Read(ref reader); WeaponHandler.Read(spear, ref reader); spear.alwaysStickInWalls = reader.ReadBoolean(); spear.pinToWallCounter = reader.ReadInt32(); spear.spearDamageBonus = reader.ReadSingle(); spear.stuckInObject = DistHandler.ReadPhysicalObject(ref spear.stuckInObject, ref reader, spear.room); spear.stuckInWall = Vector2NHandler.Read(ref reader); spear.stuckRotation = reader.ReadSingle(); return(spear); }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "Spear") { Spear spear = col.gameObject.GetComponentInChildren <Spear>(); if (spear.LightAttacking) { GameObject particle = Instantiate(particles, transform.position, Quaternion.identity) as GameObject; BreakGlass(); } } }
public InventorySlot SearchItem(int type, int itemClass) { // Return an item, as well as all its properties InventorySlot item = new Empty(); if (itemClass == 0) { // Is it a resource? switch (type) { case 0: // Wood item = new Wood(); break; case 1: // Dirt item = new Dirt(); break; case 2: // Stone item = new Stone(); break; case 3: // Grass item = new Grass(); break; } } else { // Is it a tool? switch (type) { case 11: // Spear item = new Spear(); break; case 12: // Fence item = new Fence(); break; case 13: // CampFire item = new CampFire(); break; case 14: // Rope item = new Rope(); break; case 15: // Hammer item = new Hammer(); break; } } return(item); }
public void CreateSpear() // create a spear at the Hunter's hand across the network { conjured_spear = Instantiate(spear_go, right_hand.position, Quaternion.identity); // create a new spear conjured_spear.transform.up = right_hand.forward; conjured_spear.transform.SetParent(right_hand); conjured_spear_mat = conjured_spear.GetComponent <Renderer>().material; conjured_spear_mat.SetFloat(FADE_NAME, 1); spear = conjured_spear.GetComponent <Spear>(); // disable syncronizing the spear RB when it is held, this prevents the spear from wandering from the hunter's hand on other photon views. conjured_spear.GetComponent <PhotonRigidbodyView>().enabled = false; }
private void Attack() { if ( _canAttack ) { Spear spear = GameObject.Instantiate<Spear>( spearPrefab ); spear.transform.position = transform.position; spear.direction = Elephant.instance.transform.position - transform.position; spear.direction.Normalize(); _canAttack = false; Invoke( "OnAttackCooldownComplete", ATTACK_COOLDOWN ); } }
private static Weapon GetWeapon() { Weapon weakSpear = new Spear("Old Spear", 5, 1, 4); Weapon rustyDagger = new Dagger("Rusty Dagger", 5, 1, 3, false); Weapon PoisonedDagger = new Dagger("Poisoned Dagger", 5, 1, 4, true, 1); List <Weapon> weapons = new List <Weapon>() { weakSpear, rustyDagger, PoisonedDagger }; return(weapons[new Random().Next(weapons.Count)]); }
public override void OnHit(Spear spear) { Transform myAnimatedBody = transform.Find("animatable"); spear.DecorativeStickOn(myAnimatedBody.gameObject); }
public Spear(Spear spear) : base(spear) { }
public override void OnHit(Spear spear) { base.OnHit(spear); Die(); }
///// IHittable public virtual void OnHit(Spear spear) { spear.RealisticStickOn(gameObject); }
public override void OnHit(Spear spear) { }
public void OnHit(Spear spear) { }
private void OnTriggerEnter2D(Collider2D other) { switch (other.tag) { case "Next": GameManager.instance.LoadNextLevel(); break; case "Death": other.gameObject.GetComponent<SpriteRenderer>().sprite = spikeOn; StartCoroutine(GameManager.instance.GameOver()); break; case "Flower": Destroy(other.gameObject); StartCoroutine(UIManager.instance.ShowTooltipMessageWithDelay(Constants.FlowerMessage, 2f)); SoundManager.instance.PlayPlayersSingle(mmmSound); SoundManager.instance.PlayOtherSingle(collectSound); PlayerManager.instance.AddFlower(1); break; case "Fire": UIManager.instance.ShowTooltipMessage(Constants.FireMessage); SoundManager.instance.PlayPlayersSingle(mmmSound); break; case "QuestFlower": questFlowers--; Destroy(other.gameObject); SoundManager.instance.PlayOtherSingle(collectSound); if (questFlowers <= 0) { GameManager.instance.questState = Constants.QuestState.Done; } break; case "QuestRoom": if (GameManager.instance.questState != Constants.QuestState.Done) { GameManager.instance.questState = Constants.QuestState.InProgress; } if (GameManager.instance.isPoisoning) { GameManager.instance.StopPoisoning(); } else { GameManager.instance.StartPoisoning(); } break; case "Spear": //set spear to temp var on contact with spear to be able to pull it out contactedSpear = other.gameObject.GetComponent<Spear>(); //If player is not pierced with spear - this contact is because spear is stuck somewhere. if (!PlayerManager.instance.spearPiercedPlayer) { contactsWithSpear = true; UIManager.instance.ShowTooltipMessage("Boobaraka is strong! He can pull it out!"); } //If he has no spear and it is thrown - the Quest 2 and possibly other levels. else if (!PlayerManager.instance.hasSpear && !other.gameObject.GetComponent<Spear>().isThrown) { PlayerManager.instance.Damage(3); other.gameObject.transform.localPosition = new Vector3(other.gameObject.transform.localPosition.x, other.gameObject.transform.localPosition.y, gameObject.transform.position.z + .5f); other.gameObject.transform.SetParent(gameObject.transform); PlayerManager.instance.spearsInBack.Add(other.gameObject.GetComponent<Spear>()); PlayerManager.instance.spearPiercedPlayer = true; } //Set the HUD button to Pull Out state TEMPORARY!!!!! remove after finished with the spear throwing: UIManager.instance.throwSpearButton.gameObject.SetActive(false); UIManager.instance.pullOutSpearButton.gameObject.SetActive(true); break; case "Wizard": SoundManager.instance.PlayOldman (); if (TextManager.instance.currentLevel == 2) { switch (GameManager.instance.questState) { case Constants.QuestState.Done: TextManager.instance.branch = 3; UIManager.instance.ShowModalDialogPanel (); break; case Constants.QuestState.None: GameManager.instance.questState = Constants.QuestState.Started; UIManager.instance.ShowModalDialogPanel ();//"It's quest time! Collect all flowers before you die.", "Ok"); break; case Constants.QuestState.Started: UIManager.instance.ShowModalDialogPanel (); break; case Constants.QuestState.InProgress: UIManager.instance.ShowModalDialogPanel (); break; } } else { UIManager.instance.ShowModalDialogPanel (); } break; case "Phrase": if (!phraseUsed) { SoundManager.instance.PlayPlayersSingle(manGetTired); UIManager.instance.ShowTooltipMessage(phrases[Random.Range(0, phrases.Length)]); phraseUsed = true; } break; case "Chest": Chest chest = other.GetComponent<Chest>(); if (!chest.isUsed) { chest.OpenChest(); } break; case "Lock": if (PlayerManager.instance.hasKey) { GameObject.Find("Lock").SetActive(false); UIManager.instance.ShowModalDialogPanel ();//"Why would anyone try to unlock a lock hanging on the stones?", "I don'no..."); for (int i = 0; i < level3Walls.Length; i++) { Destroy (level3Walls[i]); } GameObject.Find("/Canvas/HUD/KeyImage").SetActive(false); //FIXME: change this to reference GO in the class } else { UIManager.instance.ShowTooltipMessage("Mmmm? Me don't know what this is."); } break; case "Bat": PlayerManager.instance.Damage(3); break; case "Vampire": if (PlayerManager.instance.hasGarlic) { Destroy(GameManager.instance.vampire); for (int i = 0; i < level4Walls.Length; i++) { Destroy (level4Walls[i]); } } else { PlayerManager.instance.Damage(3); } break; case "Princess": SoundManager.instance.PlayPlayersSingle (princessSound); UIManager.instance.ShowModalDialogPanel ();//"Honey, I knew you would save me. Now face your doom MU-HA-HA-HA-HA", "What?", true); GameObject.Find("princess").GetComponent<SpriteRenderer>().sprite = vampire; break; case "Exit": GameManager.instance.StartFromTheBeginning(); break; case "Tablet": Tablet tablet = other.GetComponent<Tablet>(); UIManager.instance.ShowTooltipMessage(tablet.setTabletMessage()); break; default: break; } }
public void OnHit(Spear spear) { pursueStartTime = Time.time; state = State.Pursue; }