public static void Create(Vector3 position, float damageAmount, Color customColor) { Transform damagePopUpTransform = Instantiate(GameAssets.i.pfDamagePopUp, position, Quaternion.identity); DamagePopUp damagePopup = damagePopUpTransform.GetComponent <DamagePopUp>(); damagePopup.Setup(damageAmount, customColor); }
//Create a damage popup public static DamagePopUp Create(Vector3 position, string effect, bool isWounding) { Transform damagePopUpTransform = Instantiate(GameAssets.i.damagePopUp, position + new Vector3(0, 0.5f), Camera.main.transform.rotation); DamagePopUp damagePopUp = damagePopUpTransform.GetComponent <DamagePopUp>(); damagePopUp.Setup(effect, isWounding); return(damagePopUp); }
public static DamagePopUp Create(Vector3 position, int damageAmount, bool isCriticalHit) { Transform damagePopUpTransform = Instantiate(GameAssets.instance.DamagePopUp, position, Quaternion.identity); DamagePopUp damagePopUp = damagePopUpTransform.GetComponent <DamagePopUp>(); damagePopUp.Setup(damageAmount, isCriticalHit); return(damagePopUp); }
public static DamagePopUp CreateEnemy(Vector3 position, int damage) { Transform damagePopUpTransform = Instantiate(GameAssets.i.pfDamagePopUpEnemy, position, Quaternion.identity); DamagePopUp damagePopUp = damagePopUpTransform.GetComponent <DamagePopUp>(); damagePopUp.Setup(damage); return(damagePopUp); }
// Start is called before the first frame update public static DamagePopUp Create(Transform copy, Vector3 offset, int damage, Transform parent) { Transform damageposition = Instantiate(copy, Vector3.zero, Quaternion.identity); DamagePopUp damagePopUp = damageposition.GetComponent <DamagePopUp>(); damageposition.transform.SetParent(parent); damageposition.transform.position = parent.transform.position + offset; damagePopUp.Setup(damage); return(damagePopUp); }
// Creating DamagePopup public static DamagePopUp Create(Vector3 postion, int damageAmount) { var damagePopTransform = Instantiate(PlayerHealth.instance.damagePopUpText, postion, Quaternion.identity); DamagePopUp damagePop = damagePopTransform.GetComponent <DamagePopUp>(); damagePop.Setup(damageAmount); return(damagePop); }
private void PowerDamage(Player PlayerComponent, Health component) { int dmg = (Random.Range(PlayerComponent.RangedPowerAttackMinDamage, PlayerComponent.RangedPowerAttackMaxDamage)); component.TakeDamage(dmg, PlayerComponent.RangedPowerAttackCanPoison, PlayerComponent.RangedPoisonDamaged, PlayerComponent.RangedPoisonFrequency, PlayerComponent.RangedPoisonTick, PlayerComponent.RangedPoisonChance, PlayerComponent.RangedPowerAttackCanFire, PlayerComponent.RangedFireDamaged, PlayerComponent.RangedFireFrequency, PlayerComponent.RangedFireTick, PlayerComponent.RangedFireChance, PlayerComponent.RangedPowerAttackCanPush, PlayerComponent.RangedPushDistance, PlayerComponent.RangedPowerAttackCanFreez, PlayerComponent.RangedFreezDuration, PlayerComponent.RangedFreezChance, PlayerComponent.RangedPowerAttackCanPushUp, PlayerComponent.RangedPushUpDistance, PlayerComponent.RangedPowerAttackCanStun, PlayerComponent.RangedStunDuration, PlayerComponent.RangedStunChance); if (!damageShow) { Transform damagePopupTransform = Instantiate(PopUpDamage, transform.position, Quaternion.identity); DamagePopUp damagePopUp = damagePopupTransform.GetComponent <DamagePopUp>(); damagePopUp.Setup(dmg, false); damageShow = true; } }
private void CriticalDamage(Enemy EnemyComponent, Health component, bool didDamage) { int dmg = (Random.Range(EnemyComponent.RangedAttackMinDamage, EnemyComponent.RangedAttackMaxDamage)) * EnemyComponent.RangedCriticalDamageMultiply; didDamage = component.TakeDamage(dmg, EnemyComponent.RangedAttackCanPoison, EnemyComponent.RangedPoisonDamaged, EnemyComponent.RangedPoisonFrequency, EnemyComponent.RangedPoisonTick, EnemyComponent.RangedPoisonChance, EnemyComponent.RangedAttackCanFire, EnemyComponent.RangedFireDamaged, EnemyComponent.RangedFireFrequency, EnemyComponent.RangedFireTick, EnemyComponent.RangedFireChance, EnemyComponent.RangedAttackCanPush, EnemyComponent.RangedPushDistance, EnemyComponent.RangedAttackCanFreez, EnemyComponent.RangedFreezDuration, EnemyComponent.RangedFreezChance, EnemyComponent.RangedAttackCanPushUp, EnemyComponent.RangedPushUpDistance, EnemyComponent.RangedAttackCanStun, EnemyComponent.RangedStunDuration, EnemyComponent.RangedStunChance); if (!damageShow) { Transform damagePopupTransform = Instantiate(PopUpDamage, transform.position, Quaternion.identity); DamagePopUp damagePopUp = damagePopupTransform.GetComponent <DamagePopUp>(); damagePopUp.Setup(dmg, true); damageShow = true; } }
private void PowerCriticalDamage(Player PlayerComponent, Health component, bool didDamage) // TODO Power ко всему доделать { int dmg = (Random.Range(PlayerComponent.MeleePowerAttackMinDamage, PlayerComponent.MeleePowerAttackMaxDamage + 1)) * PlayerComponent.MeleePowerCriticalDamageMultiply; didDamage = component.TakeDamage(dmg, PlayerComponent.MeleeAttackCanPoison, PlayerComponent.MeleePoisonDamaged, PlayerComponent.MeleePoisonFrequency, PlayerComponent.MeleePoisonTick, PlayerComponent.MeleePoisonChance, PlayerComponent.MeleeAttackCanFire, PlayerComponent.MeleeFireDamaged, PlayerComponent.MeleeFireFrequency, PlayerComponent.MeleeFireTick, PlayerComponent.MeleeFireChance, PlayerComponent.MeleePowerAttackCanPush, PlayerComponent.MeleePushDistance, PlayerComponent.MeleeAttackCanFreez, PlayerComponent.MeleeFreezDuration, PlayerComponent.MeleeFreezChance, PlayerComponent.MeleePowerAttackCanPushUp, PlayerComponent.MeleePushUpDistance, PlayerComponent.MeleePowerAttackCanStun, PlayerComponent.MeleeStunDuration, PlayerComponent.MeleeStunChance); if (!damageShow) { Transform damagePopupTransform = Instantiate(PopUpDamage, transform.position, Quaternion.identity); DamagePopUp damagePopUp = damagePopupTransform.GetComponent <DamagePopUp>(); damagePopUp.Setup(dmg, false); damageShow = true; } }