public override bool attack(data_center dc) { bool ret = base.attack(dc); dc.dot.add_dot_perk(slow, 1, duration, "msm", "zombie_slow"); return(ret); }
public void call_dot(data_center dc) { for (int i = 0; i < list_dot_fct.Count; i++) { list_dot_fct[i](dc); } }
public override void apply_on_player(data_center dc) { base.apply_on_player(dc); dc.wp_man.add_ammos(type, amount); dc.ui.refresh_ammos(); Destroy(this.gameObject); }
public virtual void apply_on_player(data_center dc) { if (spawner != null) { spawner.obj_on = false; } }
private void OnTriggerStay(Collider other) { if (other.isTrigger) { return; } dc = other.gameObject.GetComponent <data_center>(); if (dc.mov.is_interact && dc.st.perk_coins > 0) { Debug.Log("BOUGHT"); dc.st.remove_coin_perks(1); this_perk.add_on(dc); } }
public override bool attack(data_center dc) { foreach (GameObject ply in db.player_list) { if (Vector3.Distance(ply.transform.position, transform.position) <= attack_distance) { dc.st.deal_damages(ref_zombie.damage); } } obj = Instantiate(explosion_effect, transform.position, Quaternion.identity); Destroy(obj, 1f); Destroy(gameObject, 0.01f); return(false); }
void Start() { cam.transform.SetParent(null); dc = GetComponent <data_center>(); dc.db.photonView.RPC("refresh_players", PhotonTargets.All); if (!photonView.isMine) { foreach (var i in GO_proper_to_player) { i.SetActive(false); } foreach (var i in Comp_proper_to_player) { i.enabled = false; } } }
public override void apply_on_player(data_center dc) { base.apply_on_player(dc); dc.st.add_health(health_restored); Destroy(this.gameObject); }
public virtual void add_on(data_center dc) { }
public virtual void remove_on(data_center dc) { }
public override void remove_on(data_center dc) { base.remove_on(dc); dc.remove_func(double_health, dc.func_health); }
public override void add_on(data_center dc) { base.add_on(dc); dc.func_health.Add(new perk_func("perk_double_health", double_health, 1)); }
// Use this for initialization void Start() { dc = GetComponent <data_center>(); cc = GetComponent <CharacterController>(); Debug.Log("Commencé"); }
public virtual bool attack(data_center dc) { dc.st.deal_damages(ref_zombie.damage); //deal_damages(ref_zombie.damage); return(false); }
void Start() { dc = GetComponent<data_center>(); }
void Start() { dc = GetComponent<data_center>(); dc.ui.refresh_health(); dc.ui.refresh_points(); }