// Use this for initialization void Start() { Motor = GetComponent<CharacterMotor2>(); Shot = GetComponent<CharacterShot>(); Life = GetComponent<CharacterHealth>(); Damage = GetComponent<TakeDamage>(); }
// Use this for initialization void Start() { brickWallBreak = GameObject.Find ("Player").GetComponent<CharacterPlayer> ().brickWallBreak; theCharacterHealth = GetComponent<CharacterHealth> (); theSpriteRenderer = GetComponent<SpriteRenderer> (); theSpriteRenderer.sprite = threeHitWall; }
public string _name; //character name #endregion Fields #region Constructors public Character() { _name = ""; _id = 0; _fame = 0; _age = 0; _jobID = -1; _mindset = new CharacterMindset(); _bodyneeds = new CharacterBodyNeeds(); _currentActionFinishTime = new Gametime(0, 0, 0); _health = new CharacterHealth(); _characterActions = new characterActionPriorityQueue(); //the list of actions the character wants to do _characterPreviousActions = new List<actionHistory>(); _characterinventory = new CharacterInventory(); _locationID = Consts.stronghold_yard; _homeID = Consts.stronghold_yard; //eating events _bodyneeds._hungryEvent += this.OnHungryEventHandler; //hungry event listener //determining gender 50-50 if (Consts.rand.Next(1, 1000) > 500) { _gender = Consts.gender.Male; } else _gender = Consts.gender.Female; }
void Awake() { _Target = GameObject.FindGameObjectWithTag ("Player").transform; _Health = GetComponent<CharacterHealth> (); _Navigation = GetComponent <NavMeshAgent> (); _Animation = GetComponent<Animator>(); //SetRandomNavTarget(); }
void Start() { healthScript = GetComponentInParent<CharacterHealth> (); //Store the actual character character = transform.parent; //Set the actual parent to be the canvas; if it stayed with the character //it would wiggle all over transform.SetParent (GameObject.Find ("EnemyHealthCanvas").transform); slider = GetComponentInChildren<Slider> (); text = GetComponentInChildren<Text> (); text.text = charName; }
private void GetStats() { if (playerHandler != null) { if (playerHandler.kartInstance != null) { shield = playerHandler.kartInstance.GetComponent<CharacterShield>(); health = playerHandler.kartInstance.GetComponent<CharacterHealth>(); ammo = playerHandler.kartInstance.GetComponent<CharacterAmmo>(); } killsText.text = "K : " + playerHandler.kills; deathsText.text = "D : " + playerHandler.deaths; } else LookForPlayerHandler(); }
protected virtual void Init() { barImage = GetComponent<Image> (); if (characterHealth == null) { // No health assigned try to find one if (characterLoader == null) characterLoader = CharacterLoader.GetCharacterLoader(); if (characterLoader != null) { characterLoader.CharacterLoaded += HandleCharacterLoaded; } else { characterHealth = GameObject.FindObjectOfType<CharacterHealth> (); if (characterHealth == null) Debug.LogWarning ("Couldn't find a character health!"); } } }
/// <summary> /// Init this instance. /// </summary> protected virtual void Init() { Character character = GetComponentInParent<Character> (); if (character == null) { Debug .LogWarning ("ItemToLives should be a child of a GameObject with a character attached."); } else if (itemType == null || itemType == "") { Debug.LogWarning ("No item type specified, ItemToLives wont work."); } else { itemManager = character.GetComponentInChildren<ItemManager>(); characterHealth = character.GetComponentInChildren<CharacterHealth>(); if (itemManager == null) Debug.LogWarning("Character does not have an ItemManager, ItemToLives will not work"); if (characterHealth == null) Debug.LogWarning("Character does not have a CharacterHealth, ItemToLives will not work"); if (itemManager != null && characterHealth != null) { itemManager.ItemCollected += HandleItemCollected; } } }
private void Awake() { ch = GetComponent <CharacterHealth>(); anim = GetComponent <Animator>(); }
void Start() { controller = new CharacterHealth(playerHealth); healthBar.setMaxHealth(playerHealth); playerAnimator = GetComponent <Animator>(); }
public void RemoveCharacter(CharacterHealth characterHealth) { _characters.Remove(characterHealth); }
// Use this for initialization void Start() { Life = GetComponent<CharacterHealth>(); }
public AttackCommand(Unit self, CharacterHealth _target) { Executer = self; healtTarget = _target; DoCommand(); }
// Use this for initialization public void Start() { thePlayerDesiredPoint = GameObject.Find ("PlayerDesiredPoint"); theCharacterMotor = GetComponent<CharacterMotor> (); theCharacterHealth = GetComponent<CharacterHealth> (); }
private void CreateItemDisplay(ItemModel item, List <ItemModel> list) { var frame = new Frame(); frame.CornerRadius = 5; frame.Padding = new Thickness(15, 15, 5, 15); var layout = new StackLayout(); layout.Orientation = StackOrientation.Horizontal; var Name = new Label(); Name.Text = item.item; Name.VerticalTextAlignment = TextAlignment.Center; Name.Margin = new Thickness(0, 0, 10, 0); Name.FontAttributes = FontAttributes.Bold; if (item.item.Contains("HealthPotion")) { Name.TextColor = Color.FromHex("#F44336"); frame.BorderColor = Color.FromHex("#F44336"); Name.FontAttributes = FontAttributes.Bold; } else { Name.TextColor = Color.DarkTurquoise; frame.BorderColor = Color.DarkTurquoise; Name.FontAttributes = FontAttributes.Bold; } var extras = new Label(); extras.FontSize = 10; extras.TextColor = Color.Black; extras.Text = string.Format("{0}: {1} - {2} {3}", ItemInfoModel.ObtainItemString(item.item, true), ItemInfoModel.ObtainItemInfo(item.item, true), ItemInfoModel.ObtainItemInfo(item.item, false), ItemInfoModel.ObtainItemString(item.item, false)); extras.HorizontalTextAlignment = TextAlignment.Center; extras.HorizontalOptions = LayoutOptions.CenterAndExpand; extras.VerticalTextAlignment = TextAlignment.Center; var button = new Button(); button.HorizontalOptions = LayoutOptions.EndAndExpand; button.Text = "USE"; button.CornerRadius = 5; button.BackgroundColor = Color.White; button.TextColor = Color.Accent; button.Clicked += async(s, e) => { if (battlesequence) { battlesequence = false; await Task.Run(async() => { Animations.CloseStackLayout(layout, "closing", 30, 500); }); Items.Children.Remove(frame); pots.Remove(item); // Remove off list string invetory = ""; foreach (ItemModel itemInv in pots) { if (!String.IsNullOrEmpty(itemInv.item)) { invetory += itemInv.item + ","; // Create string for file } } UserModel.Rewrite("Items:", invetory, dungeon.items.Localfile); try { dungeon.items.Invfile.Object.Items = invetory; await dungeon.items.UpdateInv(); } catch { } dungeon.itemInv.pots = this.pots; await ItemAbility.FadeTo(0, 200); DisableorEnableFrameLayouts(false, ItemAbility); if (item.item.Contains("HealthPotion")) { int buff = Obtainbuff(item.item); CharacterHP += buff; await Announcer(string.Format("Healed for {0}", buff.ToString()), true); CharacterHealth.Text = CharacterHP.ToString(); CharacterHealth.RelRotateTo(360, 500); await CharacterHealth.ScaleTo(5, 300); await CharacterHealth.ScaleTo(1, 300); } else if (item.item.Contains("MagicPotion")) { int buff = Obtainbuff(item.item); CharacterMP += buff; await Announcer(string.Format("Restored {0} Mana", buff.ToString()), true); CharacterMana.Text = CharacterMP.ToString(); CharacterMana.RelRotateTo(360, 500); await CharacterMana.ScaleTo(5, 300); await CharacterMana.ScaleTo(1, 300); } await Announcer("BOSS TURN", false); BossAttack(); } }; layout.Children.Add(Name); layout.Children.Add(extras); layout.Children.Add(button); frame.Content = layout; Items.Children.Add(frame); }
// Use this for initialization void Start() { player = GameObject.Find("Neko"); chr_health = player.GetComponent <CharacterHealth>(); }
private void Awake() { Health = new CharacterHealth(maxHealth); Health.OnDeath += Health_OnDeath; }
void Awake() { characterHealth = FindObjectOfType <CharacterHealth>(); }
// Use this for initialization public void Start() { theCharacterHealth = GetComponent <CharacterHealth> (); player = GameObject.FindGameObjectWithTag("Player"); }
private void Start() { characterHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterHealth>(); tip0.SetActive(false); tip1.SetActive(false); }
void Awake() { charHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterHealth>(); }
// Use this for initialization void Start() { characterHealth = GetComponent <CharacterHealth>(); }
/// <summary> /// Get attackValue ready for combat for specific character. /// </summary> /// <param name="manager"></param> public void Initialize(CombatManager manager) { this.manager = manager; myHealth = manager.GetComponent<CharacterHealth>(); }
// Use this for initialization void Start() { theCharacterHealth = GameObject.Find ("Player").GetComponent<CharacterHealth> (); theSpriteRenderer = GetComponent<Image> (); theSpriteRenderer.sprite = heartFull; }
void Start() { theCharacterHealth = GetComponentInParent<CharacterHealth> (); }
void Start() { controller = new CharacterHealth(enemyHealth); enemyAnimator = GetComponent <Animator>(); }
private void Awake() { health = new CharacterHealth(maxHealth); glowMat = renderer.materials[1]; glowMat.SetColor("Emission", onColor); }
private void Awake() { rigidBody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); ch = GetComponent <CharacterHealth>(); }
// Use this for initialization void Start() { CHH = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterHealth>(); zh = GetComponent <zombieHealth>(); }
public void DamageTest() { CharacterHealth health = FixtureCreateHealth("testchar"); AttachEvents(health); health.startingHealth = 2; health.maxHealth = 2; health.Start(); Assert.That(health.lives, Is.EqualTo(1)); Assert.That(health.health, Is.EqualTo(2)); Assert.That(health.IsInvulnerable(), Is.EqualTo(false)); Assert.That(onHealCalled, Is.EqualTo(true)); Assert.That(onDamageCalled, Is.EqualTo(false)); Assert.That(onImmunityCalled, Is.EqualTo(false)); Assert.That(onMaxHealthCalled, Is.EqualTo(true)); Assert.That(onInjuredCalled, Is.EqualTo(false)); Assert.That(onHurtCalled, Is.EqualTo(false)); Assert.That(onDeathCalled, Is.EqualTo(false)); Assert.That(onGameOverCalled, Is.EqualTo(false)); Assert.That(onInvulnerabilityStartCalled, Is.EqualTo(false)); Assert.That(onRespawnCalled, Is.EqualTo(false)); ResetCallbacks(); health.Damage(1, null); Assert.That(onHealCalled, Is.EqualTo(false)); Assert.That(onDamageCalled, Is.EqualTo(true)); Assert.That(onImmunityCalled, Is.EqualTo(false)); Assert.That(onMaxHealthCalled, Is.EqualTo(false)); Assert.That(onInjuredCalled, Is.EqualTo(true)); Assert.That(onHurtCalled, Is.EqualTo(false)); Assert.That(onDeathCalled, Is.EqualTo(false)); Assert.That(onGameOverCalled, Is.EqualTo(false)); Assert.That(onInvulnerabilityStartCalled, Is.EqualTo(true)); Assert.That(onRespawnCalled, Is.EqualTo(false)); // after recieve damage time to be invulnerable Assert.That(health.IsInvulnerable(), Is.EqualTo(true)); ResetCallbacks(); // TEST add time, wait until invulnerability ends umgr.forceFixedDeltaTime = 0.25f; umgr.FixedUpdate(); Assert.That(health.IsInvulnerable(), Is.EqualTo(true)); umgr.forceFixedDeltaTime = 2.0f; umgr.FixedUpdate(); Assert.That(health.IsInvulnerable(), Is.EqualTo(false)); Assert.That(onInvulnerabilityEndCalled, Is.EqualTo(true)); ResetCallbacks(); health.immunity = DamageType.Water; // TEST invulnerable to recieved damage var obj3 = new GameObject(); var damage = obj3.AddComponent <Damage>(); var character2 = obj3.AddComponent <Character>(); Assert.NotNull(damage); damage.type = DamageType.Water; damage.causer = character2.GetComponent <CharacterHealth>(); damage.causer.alignment = Alignment.Enemy; health.Damage(damage); Assert.That(onHealCalled, Is.EqualTo(false)); Assert.That(onDamageCalled, Is.EqualTo(true)); Assert.That(onImmunityCalled, Is.EqualTo(true)); Assert.That(onMaxHealthCalled, Is.EqualTo(false)); Assert.That(onInjuredCalled, Is.EqualTo(false)); Assert.That(onHurtCalled, Is.EqualTo(false)); Assert.That(onDeathCalled, Is.EqualTo(false)); Assert.That(onGameOverCalled, Is.EqualTo(false)); Assert.That(onInvulnerabilityStartCalled, Is.EqualTo(false)); Assert.That(onRespawnCalled, Is.EqualTo(false)); ResetCallbacks(); /// damage again, kill character health.Damage(1, null); Assert.That(onHealCalled, Is.EqualTo(false)); Assert.That(onDamageCalled, Is.EqualTo(true)); Assert.That(onImmunityCalled, Is.EqualTo(false)); Assert.That(onMaxHealthCalled, Is.EqualTo(false)); Assert.That(onInjuredCalled, Is.EqualTo(true)); Assert.That(onHurtCalled, Is.EqualTo(false)); Assert.That(onDeathCalled, Is.EqualTo(true)); Assert.That(onGameOverCalled, Is.EqualTo(true)); Assert.That(onInvulnerabilityStartCalled, Is.EqualTo(false)); Assert.That(onRespawnCalled, Is.EqualTo(false)); }
void Start() { jump_delay = Random.value; toast = gameObject.GetComponent<Rigidbody2D>(); animator = gameObject.GetComponent<Animator>(); collide = gameObject.GetComponent<PolygonCollider2D>(); characterUI = character.GetComponent<CharacterHealth>(); }
public override void OnDeath(CharacterHealth health) { GameObject.FindGameObjectWithTag("WaveManager").GetComponent<WaveManager> ().EnemyDeath (); Destroy (gameObject); }
void Awake() { CharHealth = this.CharacterHealth; WeapControl = this.WeaponControl; }
/// <summary> /// Create a NonPlayableCharacter with the specified health, ammo, and weapon objects, plus the given name /// </summary> /// <param name="health">CharacterStatusElement for health</param> /// <param name="ammo">CharacterStatusElement for ammo</param> /// <param name="weapon">CharacterStatusElement for the current weapon</param> /// <param name="name">The character's name</param> /// <param name="detector">Collision detector with which the object should register.</param> public NonPlayableCharacterAbstract(CharacterHealth health, CharacterAmmo ammo, CharacterWeapon weapon, string name, CollisionDetectorInterface detector) : base(health, ammo, weapon, name, detector) { }
public abstract void OnDeath(CharacterHealth health);
/// <summary> /// Create a NonPlayableCharacter with the specified health, ammo, and weapon objects, plus the given name. /// Also, specify the AnimationSet, frameLengthModifier, velocity, position, direction, /// and depth of the character. /// </summary> /// <param name="pipeline">List of objects from which the object should be drawn.</param> /// <param name="health">CharacterStatusElement for health</param> /// <param name="ammo">CharacterStatusElement for ammo</param> /// <param name="weapon">CharacterStatusElement for the current weapon</param> /// <param name="name">The character's name</param> /// <param name="detector">Collision detector with which this object should register.</param> /// <param name="animations">AnimationSet containing all animations for this object</param> /// <param name="frameLengthModifier">Float representing the ratio of frames in an animation to movement along the screen</param> /// <param name="velocity">Vector of velocity, representing both direction of movement and magnitude</param> /// <param name="position">Position of object relative to the top left corner</param> /// <param name="direction">Vector representing the direction of the object</param> /// <param name="depth">Depth the object is to be drawn to</param> public NonPlayableCharacterAbstract(List<DrawableObjectAbstract> pipeline, CharacterHealth health, CharacterAmmo ammo, CharacterWeapon weapon, string name, CollisionDetectorInterface detector, AnimationSet animations, float frameLengthModifier, Vector2 velocity, Vector2 position, Vector2 direction, float depth) : base(pipeline, health, ammo, weapon, name, detector, animations, frameLengthModifier, velocity, position, direction, depth) { }
public void AddCharacter(CharacterHealth characterHealth) { _characters.Add(characterHealth); }
// Use this for initialization void Start() { theCharacterHealth = GetComponent<CharacterHealth> (); shotStartPos = transform.FindChild ("ShotStartPos").gameObject.GetComponent<Transform> (); groundCheckObj = transform.FindChild ("GroundCheck").gameObject; groundCheck = groundCheckObj.GetComponent<Collider2D> (); playerRigidbody = GetComponent<Rigidbody2D> (); // playerCollider = GetComponent<Collider2D> (); jumpTimeCounter = jumpTime; hoverSlider = FindObjectOfType<Slider> (); hoverSlider.maxValue = jumpTime; }
void UpdateGunAimingAndShooting(Spine.Bone gunBone) { const float LowerRotationBound = -90.0f; const float UpperRotationBound = 90.0f; // temp variables float tempRot; Vector3 tempVec; // gun bone rotation tempVec = Camera.main.WorldToScreenPoint(new Vector3(gunBone.WorldX + player.transform.position.x, gunBone.WorldY + (player.transform.position.y), 0)); tempVec = Input.mousePosition - tempVec; Vector3 direction = tempVec; // if (shotReady) //{ direction.Normalize(); tempRot = Mathf.Atan2(tempVec.y, tempVec.x * player.transform.localScale.x) * Mathf.Rad2Deg; gunBone.Rotation = Mathf.Clamp(tempRot, LowerRotationBound, UpperRotationBound) - gunBone.parent.LocalToWorldRotation(gunBone.parent.rotation); //} Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); mousePos.z = gunTarget.transform.position.z; gunTarget.transform.position = mousePos; if (mousePos.x >= player.transform.position.x) { playerAnim.aimDirection = 1.0f; } else { playerAnim.aimDirection = -1.0f; } if (shotReady && !playedCockedSfx && Input.GetMouseButton(0)) { playedCockedSfx = true; shotgunCockSource.Stop(); shotgunCockSource.pitch = CharacterMovement.GetRandomPitch(0.2f) * TimeManager.GetInstance().GetCurrentTimescale(); shotgunCockSource.Play(); } if (Input.GetMouseButtonUp(0) && shotReady) { lastTimeFired = 0.0f; shotReady = false; playedCockedSfx = false; playedReload = false; // shotgun sfx { shotgunSource.Stop(); shotgunSource.pitch = CharacterMovement.GetRandomPitch(0.2f) * TimeManager.GetInstance().GetCurrentTimescale(); shotgunSource.Play(); } var playerCollider = player.GetComponent <CapsuleCollider2D>(); if (playerCollider) { playerCollider.enabled = false; } RaycastHit2D hit = Physics2D.Raycast(new Vector2(gunBone.WorldX + player.transform.position.x, gunBone.WorldY + (player.transform.position.y)), direction); bool personHit = false; if (hit.collider != null) { CharacterHealth characterHealth = hit.collider.gameObject.GetComponent <CharacterHealth>(); if (characterHealth) { personHit = true; characterHealth.ChangeHealth(-100.0f); var bloodBurst = characterHealth.bloodBurst; if (bloodBurst) { bloodBurst.Stop(); bloodBurst.transform.position = new Vector3(hit.point.x, hit.point.y, bloodBurst.transform.position.z); bloodBurst.Play(); } bloodSplashSource.Stop(); bloodSplashSource.pitch = CharacterMovement.GetRandomPitch(0.2f) * TimeManager.GetInstance().GetCurrentTimescale(); bloodSplashSource.PlayDelayed(0.05f); } else if (hit.collider.gameObject.tag == "Ground") { groundSplash.Stop(); groundSplash.transform.position = new Vector3(hit.point.x, hit.point.y, groundSplash.transform.position.z); groundSplash.Play(); ricochetAudioSource.Stop(); ricochetAudioSource.pitch = CharacterMovement.GetRandomPitch(0.2f) * TimeManager.GetInstance().GetCurrentTimescale(); ricochetAudioSource.Play(); } } if (playerCollider) { playerCollider.enabled = true; } // camera shake cameraShake.originalPos = Camera.main.transform.localPosition; if (personHit) { cameraShake.shakeAmount = 0.5f; cameraShake.shakeDuration = 0.12f; } else { cameraShake.shakeAmount = 0.2f; cameraShake.shakeDuration = 0.1f; } } }
public override bool onApply(CharacterHealth health) { base.onApply(health); modify(stat, health.character.stats, -decreaseAmount); return(true); }
public override void OnDeath(CharacterHealth health) { Destroy (gameObject); }
// Start is called before the first frame update void Awake() { characterHealth = player.GetComponent <CharacterHealth>(); playerLevel = player.GetComponent <PlayerLevel>(); }
void Start() { healthScript = GetComponent<CharacterHealth> (); healthSlider = GameObject.Find ("HUDCanvas").transform.Find("StatsPanel").Find("PlayerHealthBar").GetComponent<Slider> (); }
void Awake () { CharHealth = this.CharacterHealth; WeapControl = this.WeaponControl; }
public void AlignamentTest() { CharacterHealth health = FixtureCreateHealth("testchar"); AttachEvents(health); ResetCallbacks(); health.startingLives = 2; health.maxLives = 2; health.startingHealth = 2; health.maxHealth = 2; health.alignment = Alignment.Enemy; health.Start(); CharacterHealth health2 = FixtureCreateHealth("testchar2"); health2.startingLives = 2; health2.maxLives = 2; health2.startingHealth = 2; health2.maxHealth = 2; health2.alignment = Alignment.Enemy; Damage damage = health2.gameObject.AddComponent <Damage>(); health2.Start(); //------------------------------------------ // DAMAGE NOT DEALT // cannot recieve damage from friends health.friendlyFire = false; ResetCallbacks(); Assert.That(health.lives, Is.EqualTo(2)); Assert.That(health.health, Is.EqualTo(2)); health.Damage(damage); Assert.That(health.lives, Is.EqualTo(2)); Assert.That(health.health, Is.EqualTo(2)); Assert.That(onHealCalled, Is.EqualTo(false)); Assert.That(onDamageCalled, Is.EqualTo(false)); Assert.That(onImmunityCalled, Is.EqualTo(false)); Assert.That(onMaxHealthCalled, Is.EqualTo(false)); Assert.That(onInjuredCalled, Is.EqualTo(false)); Assert.That(onHurtCalled, Is.EqualTo(false)); Assert.That(onDeathCalled, Is.EqualTo(false)); Assert.That(onGameOverCalled, Is.EqualTo(false)); Assert.That(onInvulnerabilityStartCalled, Is.EqualTo(false)); Assert.That(onRespawnCalled, Is.EqualTo(false)); //------------------------------------------ // DAMAGE NOT DEALT // can recieve damage but the damage is not meant for friends damage.friendlyFire = false; health.friendlyFire = true; health.Damage(damage); Assert.That(health.lives, Is.EqualTo(2)); Assert.That(health.health, Is.EqualTo(2)); Assert.That(onHealCalled, Is.EqualTo(false)); Assert.That(onDamageCalled, Is.EqualTo(false)); Assert.That(onImmunityCalled, Is.EqualTo(false)); Assert.That(onMaxHealthCalled, Is.EqualTo(false)); Assert.That(onInjuredCalled, Is.EqualTo(false)); Assert.That(onHurtCalled, Is.EqualTo(false)); Assert.That(onDeathCalled, Is.EqualTo(false)); Assert.That(onGameOverCalled, Is.EqualTo(false)); Assert.That(onInvulnerabilityStartCalled, Is.EqualTo(false)); Assert.That(onRespawnCalled, Is.EqualTo(false)); //------------------------------------------ // DAMAGE DEALT // we can recieve damage from friends and damage is unfrienly! damage.friendlyFire = true; health.friendlyFire = true; Assert.That(health.lives, Is.EqualTo(2)); Assert.That(health.health, Is.EqualTo(2)); health.Damage(damage); Assert.That(health.lives, Is.EqualTo(2)); Assert.That(health.health, Is.EqualTo(1)); Assert.That(onHealCalled, Is.EqualTo(false)); Assert.That(onDamageCalled, Is.EqualTo(true)); Assert.That(onImmunityCalled, Is.EqualTo(false)); Assert.That(onMaxHealthCalled, Is.EqualTo(false)); Assert.That(onInjuredCalled, Is.EqualTo(true)); Assert.That(onHurtCalled, Is.EqualTo(false)); Assert.That(onDeathCalled, Is.EqualTo(false)); Assert.That(onGameOverCalled, Is.EqualTo(false)); Assert.That(onInvulnerabilityStartCalled, Is.EqualTo(true)); Assert.That(onRespawnCalled, Is.EqualTo(false)); }
// Use this for initialization public void Start() { theCharacterHealth = GetComponent<CharacterHealth> (); }
// Use this for initialization public void Start() { theCharacterHealth = GetComponent<CharacterHealth> (); player = GameObject.FindGameObjectWithTag ("Player"); }
void Start() { player = gameObject.GetComponent<Rigidbody2D>(); animator = gameObject.GetComponent<Animator>(); characterHealth = GetComponent<CharacterHealth>(); }
protected virtual void Awake() { // get references myMotor = GetComponent<CharacterMotor>(); myTransform = transform; myGameObject = gameObject; myRigidbody = rigidbody; myHealth = GetComponent<CharacterHealth>(); myMaterial = myTransform.FindChild("Body").renderer.materials[0]; }
public static bool isAlive(CharacterHealth character) { return character.Alive(); }
public void Setup(CharacterHealth newTarget) { target = newTarget; frontImg.GetComponent <Image>().sprite = target.fillImage; }
public static void setHealth(CharacterHealth character, float health) { character.health = health; }
void Awake() { characterHealth = GetComponent <CharacterHealth>(); system = GetComponent <ParticleSystem>(); }
public TestCharacter(string name) { charObj = new GameObject(); charObj.name = name; character = charObj.AddComponent <Character>(); Assert.NotNull(character); health = charObj.GetComponent <CharacterHealth>(); Assert.NotNull(health); health.Start(); GameObject enterGO = charObj.CreateChild("enterAreas"); enterGO.AddComponent <BoxCollider2D>(); enterHitBox = enterGO.AddComponent <HitBox>(); enterHitBox.Reset(); enterHitBox.type = HitBoxType.EnterAreas; enterHitBox.gameObject.layer = 1; enterBox2D = enterHitBox.gameObject.AddComponent <BoxCollider2D>(); enterBox2D.size = new Vector2(1, 1); enterHitBox.owner = health; enterHitBox.Start(); GameObject dealGO = charObj.CreateChild("dealHitBox"); dealGO.AddComponent <BoxCollider2D>(); dealHitBox = dealGO.AddComponent <HitBox>(); Assert.NotNull(dealHitBox); dealHitBox.type = HitBoxType.DealDamage; dealHitBox.useGlobalMask = false; dealHitBox.collisionMask = (1 << 2); // | (1 << ?) dealHitBox.gameObject.layer = 2; damage = dealHitBox.gameObject.AddComponent <Damage>(); damage.causer = health; damage.Start(); dealHitBox.owner = health; dealBox2D = dealHitBox.gameObject.AddComponent <BoxCollider2D>(); dealBox2D.size = new Vector2(1, 1); dealHitBox.Start(); GameObject recieveGO = charObj.CreateChild("recieveHitBox"); recieveGO.AddComponent <BoxCollider2D>(); recieveHitBox = recieveGO.AddComponent <HitBox>(); Assert.NotNull(recieveHitBox); recieveHitBox.type = HitBoxType.RecieveDamage; recieveHitBox.useGlobalMask = false; recieveHitBox.collisionMask = (1 << 2); recieveHitBox.gameObject.layer = 2; recieveHitBox.owner = health; recieveBox2D = recieveHitBox.gameObject.AddComponent <BoxCollider2D>(); recieveBox2D.size = new Vector2(1, 1); recieveHitBox.Start(); // init health callbacks health.onHeal += () => { onHealCalled = true; }; health.onDamage += () => { onDamageCalled = true; }; health.onImmunity += () => { onImmunityCalled = true; }; health.onMaxHealth += () => { onMaxHealthCalled = true; }; health.onInjured += (Damage dt, CharacterHealth to) => { onInjuredCalled = true; }; health.onHurt += (Damage dt, CharacterHealth to) => { onHurtCalled = true; }; health.onDeath += () => { onDeathCalled = true; }; health.onGameOver += () => { onGameOverCalled = true; }; health.onInvulnerabilityStart += () => { onInvulnerabilityStartCalled = true; }; health.onInvulnerabilityEnd += () => { onInvulnerabilityEndCalled = true; }; health.onRespawn += () => { onRespawnCalled = true; }; }
private void Awake() { characterHealth = GetComponent <CharacterHealth>(); }
// Controls Attack functions of Motion Sensor Enemy private void Attack() { CharacterHealth targetHealth = target.GetComponent <CharacterHealth>(); targetHealth.healthSlider.value--; }
public static float getHealth(CharacterHealth character) { return character.health; }
// Use this for initialization void Start() { target = gameObject.GetComponentInParent <CharacterHealth>(); cam = Camera.main.gameObject; initialScale = transform.localScale; }
/// <summary> /// Unity OnEnable hook. /// </summary> void Start() { // Try looking for character health in self then parents if (health == null) health = gameObject.GetComponentInParent<CharacterHealth>(); if (health == null) Debug.LogError ("Unable to find CharacterHealth for CharacterHurtBox"); }
private void Awake() { characterHealth = GetComponent <CharacterHealth>(); mainCamera = Camera.main; }