public override string GetActivatedDescription() { stringBuilder.Clear(); stringBuilder.Append($"+{additionalStacks} "); stringBuilder.Append(StatusEffectManager.GetLocalizedName(lastStatus)); return(stringBuilder.ToString()); }
void Awake() { statusEffectMan = GameObject.Find("StatusEffectManagerGO").GetComponent <StatusEffectManager>(); statusEffects = new List <StatusEffect>(); hitBox = this.GetComponent <BoxCollider2D>(); speedModifier = 1f;//Always start with default speed }
void Start() { manager = GameManager.instance; playerManager = PlayerManager.instance; inventory = InventoryHandler.instance; effectManager = StatusEffectManager.instance; }
// Use this for initialization void Awake() { hasPierce = false; gameController = GameObject.Find("GameController").GetComponent <GameController> (); statusEffectManager = GetComponent <StatusEffectManager> (); addCannon(); }
private void Start() { if (isPlayer) { m_StatusEffectManager = StatusEffectManager.Instance; } }
private void Start() { playerMng = PlayerManager.instance; effectManager = StatusEffectManager.instance; collider = GetComponent <CircleCollider2D>(); particles = GetComponentInChildren <ParticleSystem>(); }
public static void Postfix(Character __instance, ref DamageList __result, Weapon _weapon, DamageList _damage, Vector3 _hitDir, Vector3 _hitPoint, float _angle, float _angleDir, Character _dealerChar, float _knockBack, bool _hitInventory) { bool flag = SkillRequirements.CanEnrageFromDamage(__instance) && __result.TotalDamage > 0f; if (flag) { __instance.StatusEffectMngr.AddStatusEffectBuildUp(ResourcesPrefabManager.Instance.GetStatusEffectPrefab("Rage"), _damage.TotalDamage, __instance); } bool flag2 = SkillRequirements.CanTerrify((_weapon != null) ? _weapon.OwnerCharacter : null) && __result.TotalDamage > 0f; if (flag2) { List <Character> list = new List <Character>(); CharacterManager.Instance.FindCharactersInRange(__instance.CenterPosition, 7f, ref list); list = (from c in list where c.Faction == __instance.Faction select c).ToList <Character>(); foreach (Character character in list) { StatusEffectManager statusEffectMngr = character.StatusEffectMngr; bool flag3 = statusEffectMngr != null; if (flag3) { bool flag4 = statusEffectMngr.HasStatusEffect("Confusion"); statusEffectMngr.AddStatusEffectBuildUp(ResourcesPrefabManager.Instance.GetStatusEffectPrefab("Confusion"), Mathf.Clamp(__result.TotalDamage, 0f, 20f), character); bool flag5 = !flag4 && statusEffectMngr.HasStatusEffect("Confusion"); if (flag5) { CasualStagger.Stagger(character); } } } } }
// Start is called before the first frame update void Start() { originalPos = transform.localPosition; //Resets enemy position on respawn playerManager = PlayerManager.instance; statusEffect = StatusEffectManager.instance; health = maxHealth; }
private void Start() { _retical = FindObjectOfType <ReticalBehaviour>(); _animator = GetComponent <Animator>(); _pwmTester = GetComponent <PlayerWeaponMechanicTester>(); _movement = GetComponent <PlayerMovement>(); _statusManager = FindObjectOfType <StatusEffectManager>(); }
private void Start() { rigid = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); trail = GetComponentInChildren <DashTrail>(); enemyManager = GetComponent <EnemyManager>(); effectManager = StatusEffectManager.instance; }
public override void Activate(PowerupUser player) { AudioSource.PlayClipAtPoint(BoostContSFX, player.transform.position, PlayerPrefs.GetFloat("SFXVolume", 1)); base.Activate(player); PlayerCarController pcc = player.GetComponent <PlayerCarController>(); StatusEffectManager manager = player.GetComponent <StatusEffectManager>(); manager.ApplyEffect(new BoostEffectContinuous(pcc), EffectTime); }
public static void Postfix(StatusEffectManager __instance, StatusEffect _statusEffect, StatusData __state) { bool flag = ((_statusEffect != null) ? _statusEffect.StatusData : null) != null && __state != null; if (flag) { _statusEffect.StatusData = __state; } }
private void OnTriggerEnter(Collider other) { PlayerCarController player = other.GetComponent <PlayerCarController>(); StatusEffectManager manager = other.GetComponent <StatusEffectManager>(); if (player != null) { manager.ApplyEffect(new SpikeTrapEffect(player), EffectTime); } }
private void Awake() { gameManager = GameObject.FindGameObjectWithTag("GameManager"); turnManager = gameManager.GetComponent<TurnManager>(); statusEffectManager = GetComponent<StatusEffectManager>(); gameInfo = gameManager.GetComponent<GameInfo>(); attackShakeTimer = gameObject.AddComponent<Timer>(); attackShakeTimer.Trigger += ShakeMe; originalPosition = transform.position; }
// Init Function for general components protected void Init() { originalHp = hp; myRb2D = GetComponent <Rigidbody2D>(); myAnimator = GetComponent <Animator>(); seManager = new StatusEffectManager(this.gameObject); defaultColor = GetComponent <SpriteRenderer>().color; }
private void Awake() { gameManager = GameObject.FindGameObjectWithTag("GameManager"); turnManager = gameManager.GetComponent <TurnManager>(); statusEffectManager = GetComponent <StatusEffectManager>(); gameInfo = gameManager.GetComponent <GameInfo>(); attackShakeTimer = gameObject.AddComponent <Timer>(); attackShakeTimer.Trigger += ShakeMe; originalPosition = transform.position; }
private void Awake() { if (m_statusEffectManager == null) { m_statusEffectManager = this; } else if (m_statusEffectManager != this) { Destroy(gameObject); } }
protected override void OnCreate() { base.OnCreate(); statusEffectManager = World.GetExistingSystem <StatusEffectManager>(); localizationSystem = World.GetExistingSystem <LocalizationSystem>(); statusEffectsLocal = localizationSystem.LoadLocal("status_effects"); unitStatusEffectList = new List <UnitReadStatusEffectSettings>(); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
public override string GetCardText(CardEffectState cardEffectState, RelicManager relicManager = null) { LocalizationUtil.GeneratedTextDisplay = LocalizationUtil.GeneratedTextDisplayType.Show; var status = GetStatusEffectStack(cardEffectState); if (status == null) { return("Apply a status dependent on your paired clan.<br><i>(See tooltips)</i>"); } return("Apply " + StatusEffectManager.GetLocalizedName(status.statusId, status.count, true)); }
//Deal damage to the enemy if it is the target, then raise the stun flag. public void OnHit(BaseEnemy enemyHit) { if (enemyHit == target) { if (this != null) { StatusEffectManager.OnStun(STUN_TIME, enemyHit.GetInstanceID()); enemyHit.health -= damage; pool.Return(gameObject); } } }
public void InitializeStatusEffects(List <int> savedStatusEffects) { StatusEffectManager effectManager = FindObjectOfType <StatusEffectManager>(); if (savedStatusEffects.Count > 0) { for (int i = 0; i < statusEffects.Count; i++) { effectManager.AddStatusEffect(this, statusEffects[i]); } } }
void Start() { ui = UIManager.instance; ui.SetMaxHealth(maxHealth); ui.SetMaxMana(maxMana); manager = GameManager.instance; characterController = CharacterController.instance; spriteRenderer = GetComponent <SpriteRenderer>(); effectManager = StatusEffectManager.instance; }
public static bool Prefix(Skill __instance, ref bool _tryingToActivate, ref bool __result) { Character ownerCharacter = __instance.OwnerCharacter; float? num; if (ownerCharacter == null) { num = null; } else { CharacterStats stats = ownerCharacter.Stats; num = ((stats != null) ? new float?(stats.GetFinalManaConsumption(null, __instance.ManaCost)) : null); } float num2 = num ?? __instance.ManaCost; Character ownerCharacter2 = __instance.OwnerCharacter; int? num3; if (ownerCharacter2 == null) { num3 = null; } else { StatusEffectManager statusEffectMngr = ownerCharacter2.StatusEffectMngr; if (statusEffectMngr == null) { num3 = null; } else { StatusEffect statusEffectOfName = statusEffectMngr.GetStatusEffectOfName(Templar.Instance.burstOfDivinityInstance.IdentifierName); num3 = ((statusEffectOfName != null) ? new int?(statusEffectOfName.StackCount) : null); } } int? num4 = num3; int valueOrDefault = num4.GetValueOrDefault(); bool flag = __instance.OwnerCharacter.Mana + (float)valueOrDefault * 7f >= num2; bool result; if (flag) { __result = true; result = false; } else { result = true; } return(result); }
private void Awake() { myInfo = GetComponent<CharacterInfo>(); gameManager = GameObject.FindGameObjectWithTag("GameManager"); turnManager = gameManager.GetComponent<TurnManager>(); statusEffectManager = GetComponent<StatusEffectManager>(); gameInfo = gameManager.GetComponent<GameInfo>(); myAI = GetComponent<HeroAI>(); attackDelayTimer = gameObject.AddComponent<Timer>(); attackDelayTimer.Trigger += ExecuteHeroAction; attackShakeTimer = gameObject.AddComponent<Timer>(); attackShakeTimer.Trigger += ShakeMe; originalPosition = transform.position; }
private void Awake() { myInfo = GetComponent <CharacterInfo>(); gameManager = GameObject.FindGameObjectWithTag("GameManager"); turnManager = gameManager.GetComponent <TurnManager>(); statusEffectManager = GetComponent <StatusEffectManager>(); gameInfo = gameManager.GetComponent <GameInfo>(); myAI = GetComponent <HeroAI>(); attackDelayTimer = gameObject.AddComponent <Timer>(); attackDelayTimer.Trigger += ExecuteHeroAction; attackShakeTimer = gameObject.AddComponent <Timer>(); attackShakeTimer.Trigger += ShakeMe; originalPosition = transform.position; }
// Start is called before the first frame update void Start() { lastActiveEffects = new Dictionary <string, ElementalDamageEffect>(); stringToEffect = new Dictionary <string, ActiveEffect>(); collidedObjects = new Dictionary <GameObject, Health>(); myHealth = GetComponent <Health>(); //playerMove = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerTopDown>(); graphics = StatusEffectManager.instance; collidedWith = new List <ApplyEffectsTo>(); //originalSpeed = playerMove.speed; fireAcidSpreadTickRate = Health.tickRate; shockSlowDuration = .1f; frozenSolid = false; progressTillFrozenSolid = 0; }
// Token: 0x0600004A RID: 74 RVA: 0x00004D40 File Offset: 0x00002F40 public static float GetFreeCastBuildup(Character character) { bool?flag; if (character == null) { flag = null; } else { StatusEffectManager statusEffectMngr = character.StatusEffectMngr; flag = ((statusEffectMngr != null) ? new bool?(statusEffectMngr.HasStatusEffect(Templar.Instance.surgeOfDivinityInstance.IdentifierName)) : null); } bool?flag2 = flag; return((float)((flag2.GetValueOrDefault() ? 2 : 1) * 100) * 0.3f / 7f); }
// Use this for initialization protected void Start() { m_agent = this.GetComponent <NavMeshAgent>(); if (m_agent != null) { m_originalMoveSpeed = m_agent.speed; } m_statusEffectManager = GameObject.FindObjectOfType <StatusEffectManager>(); m_explosionManager = GameObject.FindObjectOfType <ExplosionManager>(); m_killStreakManager = GameObject.FindObjectOfType <KillStreakManager>(); LevelUpdate(); m_oldHealth = m_currHealth; }
public static void Prefix(StatusEffectManager __instance, StatusEffect _statusEffect, out StatusData __state) { __state = null; bool flag = _statusEffect.IdentifierName == Templar.Instance.radiatingInstance.IdentifierName && __instance.HasStatusEffect(_statusEffect.IdentifierName); if (flag) { __state = _statusEffect.StatusData; _statusEffect.StatusData = new StatusData(__state); float remainingLifespan = __instance.GetStatusEffectOfName(_statusEffect.IdentifierName).RemainingLifespan; float num = (_statusEffect.RemainingLifespan != 0f) ? _statusEffect.RemainingLifespan : _statusEffect.StartLifespan; float num2 = Radiating.sumTicks(remainingLifespan); float num3 = Radiating.sumTicks(num); num = Radiating.sumToRemain(num2 + num3); _statusEffect.StatusData.LifeSpan = num; } }
void Start() { rb2d = GetComponent <Rigidbody2D>(); BossAnimator = GetComponent <Animator>(); bossSprite = GetComponent <SpriteRenderer>(); IsChargeing = false; facingRigth = true; statusEffectManager = target.GetComponent <StatusEffectManager>(); /*slowStatusEffect = new SlowStatusEffect(); // This is intresting, making a instance in the script no need to add as a componant * slowStatusEffect.Power = 50; */ // shieldSlowStatusEffect.Target = target.gameObject; }
public Stats(Character c, Unit u, StatusEffectManager manager) { character = c; unit = u; modifiers = manager; health = new Vector2Int(c.health, c.health); defense = new Vector2Int(c.defense, c.defense); will = new Vector2Int(0, c.will); if (c.currentWeapon == null) { damage = new Vector2Int(c.dmg, c.dmg); //TODO placeholder } else { damage = new Vector2Int(c.dmg + c.currentWeapon.damage.x, c.dmg + c.currentWeapon.damage.y); } }
//handle progression of entity, attributes, and resources public void Awake() { attr = new FloatRange(0); attr.SetModifier("Mod1", FloatModifier.Value(1)); attr.SetModifier("Mod2", FloatModifier.Value(3)); attr.SetModifier("Mod3", FloatModifier.Value(6)); attr2 = new FloatRange(0); attr2.SetModifier("Mod1", FloatModifier.Value(5)); attr2.SetModifier("Mod2", FloatModifier.Percent(0.2f)); attr2.SetModifier("Mod3", FloatModifier.Value(5)); resourceManager = new ResourceManager(this); statusManager = new StatusEffectManager(this); abilityManager = new AbilityManager(this); emitter = new EventEmitter(); EntityManager.Instance.Register(this); //gameObject.layer = LayerMask.NameToLayer("Entity"); }