void OnTriggerStay(Collider other) { PlayerCaract = GameObject.FindGameObjectWithTag("Player").GetComponent("CharacterCaracteristics") as CharacterCaracteristics; PlayerCaract.SetDeltaVitality(-1); Text = Instantiate(Resources.Load("Prefab/Text"),new Vector3(0.41f,0.2f,0f), Quaternion.identity) as GameObject; Text.guiText.text = "Brulure"; Text.guiText.color = new Color32(255,12,56,200); }
void OnTriggerEnter(Collider other) { if(!made) { Text = Instantiate(Resources.Load("Prefab/Text"),new Vector3(0.4f,0.9f,0f), Quaternion.identity) as GameObject; Text.guiText.text = strAchivement; Text.guiText.color = new Color32(51,51,95,200); PlayerCaract = GameObject.FindGameObjectWithTag("Player").GetComponent("CharacterCaracteristics") as CharacterCaracteristics; PlayerCaract.updateXp(xpRecompence, false); } }
void OnTriggerEnter(Collider other) { if(!made) { PlayerCaract = GameObject.FindGameObjectWithTag("Player").GetComponent("CharacterCaracteristics") as CharacterCaracteristics; PlayerCaract.updateXp(xpRecompence, false); while(id < strDialogue.Length ){ Invoke("parler", 2*id); id++; } made=true; } }
/// <summary> /// The Constructor. Initialize the object based on the Application Data (WindowData) /// </summary> /// <param name="wd">The Application Data</param> public CharacterDataWindow(WindowData wd) { m_wd = wd; m_characters = new List <Character>(); m_classRow = new List <ClassRow>(); m_classList = new List <String>(); m_caracteristics = new CharacterCaracteristics(); //Initialize the Icon values m_iconPath = System.AppDomain.CurrentDomain.BaseDirectory + "/Resources/DefaultCaracterIcon.png"; m_iconDefined = false; //Fill the list of class known var classVal = wd?.SQLDatabase.GetClasses(); foreach (var c in classVal) { m_classList.Add(c.Name); } //Notify that we have filled the known classes OnPropertyChanged("DataContext.ClassRows"); }
void Start() { PlayerCaract = GameObject.FindGameObjectWithTag("Player").GetComponent("CharacterCaracteristics") as CharacterCaracteristics; }
// Use this for initialization void Start() { //Caractéristiques myCaract = gameObject.GetComponent<CharacterCaracteristics>(); PlayerLife = myCaract.GetVitality(); //Background EmptyLife = Resources.Load("GUI/ActionBar/lifebar")as Texture2D; EmptySF = Resources.Load("GUI/ActionBar/sfvide")as Texture2D; EmptyVap = Resources.Load("GUI/ActionBar/vapovide")as Texture2D; Case = Resources.Load("GUI/ActionBar/case")as Texture2D; Estocad = Resources.Load("GUI/ActionBar/Estocad") as Texture2D; Salve = Resources.Load("GUI/ActionBar/Salve") as Texture2D; Parade = Resources.Load("GUI/ActionBar/Parade") as Texture2D; Pourfendeur = Resources.Load("GUI/ActionBar/Pourfendeur") as Texture2D; Hachoir = Resources.Load("GUI/ActionBar/Hachoir") as Texture2D; TipsEstocad = Resources.Load("GUI/ToolTipAttack/Estocade") as Texture2D; TipsSalve = Resources.Load("GUI/ToolTipAttack/Salve de couteaux") as Texture2D; TipsParade = Resources.Load("GUI/ToolTipAttack/Parade") as Texture2D; TipsPourfendeur = Resources.Load("GUI/ToolTipAttack/Pourfendeur") as Texture2D; TipsHachoir = Resources.Load("GUI/ToolTipAttack/Hachoir") as Texture2D; //Foreground myLife = Resources.Load("GUI/ActionBar/FullLife")as Texture2D; mySF = Resources.Load("GUI/ActionBar/SfFull") as Texture2D; myVap = Resources.Load("GUI/ActionBar/RageFull") as Texture2D; InvokeRepeating("IncreaseVap", 2, VaporineDelay); InvokeRepeating("IncreaseSf", 2, SangFroidDelay); }
// Use this for initialization void Start() { //Textures EmptyEnemyLife = Resources.Load("GUI/ActionBar/EnemyLifeBar") as Texture2D; EnemyLife = Resources.Load("GUI/ActionBar/EnemyFullLife") as Texture2D; PlayerCaract = this.GetComponent("CharacterCaracteristics") as CharacterCaracteristics; barreAction = this.GetComponent("ActionBar") as ActionBar; SalveSound = Resources.Load("Sound/whoosh3") as AudioClip; EstocadeSound = Resources.Load("Sound/épée coupe") as AudioClip; AttackRange = 6; lastTimeEstocade = -5f; lastTimeSalve = -50f; lastTimePourfendeur = -50f; lastTimeParade = -50f; lastTimeHachoir = -50f; ennemysSalve = new List<EnnemyAI>(); }
// Use this for initialization void Start() { EnemyVitality = EnemyVitalityMax; Player = GameObject.FindGameObjectWithTag("Player"); PlayerCaract = Player.GetComponent("CharacterCaracteristics") as CharacterCaracteristics; Wandering(); InvokeRepeating("Attack", 2, AttackDelay); }