public void ObtainWeapon(Commandments.Element element, bool obtain = true) { WeaponSettings aux = settings[element]; aux.obtained = obtain; settings[element] = aux; }
public void ApplyCode(Cheats cheat) { //return; //Debug.Log("ApplyCode: " + cheat); switch (cheat) { case Cheats.AllWeapons: for (Commandments.Element element = Commandments.Element.EARTH; element < Commandments.Element.NEUTRAL; element++) { UIManager.GetInstance().weapon.ObtainWeapon(element); } break; case Cheats.LeaveDeathWeapon: for (Commandments.Element element = Commandments.Element.EARTH; element < Commandments.Element.NEUTRAL; element++) { UIManager.GetInstance().weapon.ObtainWeapon(element, false); } UIManager.GetInstance().weapon.ObtainWeapon(Commandments.Element.DEATH); UIManager.GetInstance().weapon.SetSelectedWeapon(Commandments.Element.DEATH.toWeapon()); break; case Cheats.LeaveWaterWeapon: for (Commandments.Element element = Commandments.Element.EARTH; element < Commandments.Element.NEUTRAL; element++) { UIManager.GetInstance().weapon.ObtainWeapon(element, false); } UIManager.GetInstance().weapon.ObtainWeapon(Commandments.Element.WATER); UIManager.GetInstance().weapon.SetSelectedWeapon(Commandments.Element.WATER.toWeapon()); break; } }
public void removeImmunity(Commandments.Element elementValue) { numImmunities[elementValue.toInt()]--; if (numImmunities[elementValue.toInt()] < 0) { numImmunities[elementValue.toInt()] = 0; } }
internal static float damageFromTo(Commandments.Element attackElement, Commandments.Element myElement) { if (attackElement == Commandments.Element.NEUTRAL || myElement == Commandments.Element.NEUTRAL) { return(1); } return(Commandments.damageTable[attackElement.toInt(), myElement.toInt()]); }
public void setParameter(Commandments.Element newElement, float damage, float repelForce, float critChance, int direction, GameObject owner) { this.myElement = newElement; this.damage = damage; this.repelForce = repelForce; this.critChance = critChance; maxSpeed.x *= direction; this.owner = owner; }
public List <SaveJson.WeaponsInfo> SaveJson() { List <SaveJson.WeaponsInfo> saves = new List <SaveJson.WeaponsInfo>(); for (Commandments.Element element = Commandments.Element.EARTH; element < Commandments.Element.NEUTRAL; element++) { SaveJson.WeaponsInfo weapon = new SaveJson.WeaponsInfo(); weapon.id = (Commandments.Weapon)element.toWeapon(); weapon.obtained = settings[element].obtained; saves.Add(weapon); } return(saves); }
public void ApplyJson(SaveJson.WeaponsInfo[] save) { if (save == null) { for (Commandments.Element element = Commandments.Element.EARTH; element < Commandments.Element.NEUTRAL; element++) { ObtainWeapon(element, element == Commandments.Element.DEATH); } } else { foreach (SaveJson.WeaponsInfo weapon in save) { ObtainWeapon(weapon.id.toElement(), weapon.obtained); } } }
void Start() { bool startWeapon = false; for (Commandments.Element element = Commandments.Element.EARTH; element < Commandments.Element.NEUTRAL; element++) { WeaponSettings aux = settings[element]; aux.id = element; settings[element] = aux; if ((!startWeapon) && (aux.obtained)) { startWeapon = true; selectedWeapon = element.toWeapon(); } } manager = UIManager.GetInstance(); smallMenu.Init(settings.Count, selectedWeapon); showSmallMenu = false; }
public float getDamageModifier(Commandments.Element elemento) { return(damageModifier[elemento.toInt()]); }
public virtual float ReceiveDamage(Vector2 direction, float force, float damage, bool critical = false, Commandments.Element enemyElement = Commandments.Element.NEUTRAL, Character source = null) { rigidBody.velocity = new Vector2(0, rigidBody.velocity.y); rigidBody.AddForce(direction * force); if (takingDamageParameter != null) { animator.SetTrigger(takingDamageParameter.name); } //damage *= Utilities.damageFromTo(element, myElement); //hp -= damage; ChangeHP(-damage); return(damage); }
public void newImmunity(Commandments.Element newElement) { numImmunities[newElement.toInt()]++; }
public override float ReceiveDamage(Vector2 direction, float force, float damage, bool critical = false, Commandments.Element attackerElement = Commandments.Element.NEUTRAL, Character source = null) { if (currentState == "dying") { return(0); } float receivedDamage = 0; bool ret = CoolDownManager.Apply(Identifiers.Invulnerability.ToString(), gameObject, invulnerabilityTime, () => { damage *= damageModifier[attackerElement.toInt()]; receivedDamage = base.ReceiveDamage(direction, force, damage, critical, attackerElement, source); if (hp <= 0) { if (takingDamageParameter != null) { animator.ResetTrigger(takingDamageParameter.name); } if (critical) { float criticalValue = 100 * Random.value; if (criticalValue > (100 - scriptDropChance * Commandments.Modifiers.IncreaseScriptDropRate.GetValue())) { GameManager.GetInstance().SpawnYokaiEssence(transform.position, yokaiRank, player); } } Dying(); } return(true); }); ////print("Received Damage = " + receivedDamage); return(receivedDamage); }