示例#1
0
    public void ShowDmgText(Vector3 pos, float dmg, int type, bool isReinforced)
    {
        GameObject text = GameManager.Inst().ObjManager.MakeObj("DamageText");

        text.transform.position = pos;
        text.SetActive(true);
        DamageText dmgText = text.GetComponent <DamageText>();

        if (type == (int)DamageType.PLAYERHEAL)
        {
            dmgText.SetPlusText(dmg);
        }
        else
        {
            dmgText.SetText(dmg);
        }
        dmgText.SetSize(dmgText.DefaultSize);
        dmgText.SetColor(type);

        if (isReinforced)
        {
            //text.transform.localScale = Vector3.one * 2.0f;
            dmgText.SetSize(48);
            dmgText.SetColor((int)DamageType.REINFORCED);
        }

        ActivationTimer timer = text.GetComponent <ActivationTimer>();

        timer.IsStart = true;
    }
示例#2
0
        public void DisplayCustomTextAbove(CombatEntity entity, string text,
                                           bool bUseUnscaleTime = true, Color customColor = default(Color), int fontSize = -1)
        {
            if (_dmgTextPrefab == null)
            {
                _dmgTextPrefab = Resources.Load <GameObject>("Prefab/DamageText");
            }

            entity.FindCharacterSprite();
            if (entity.CharacterSprite != null)
            {
                Vector2 rendererPosition = entity.CharacterSprite.RendererPosition;
                rendererPosition.y += 1.8f;
                GameObject gameObject = UnityEngine.Object.Instantiate(_dmgTextPrefab, rendererPosition, Quaternion.identity);
                DamageText damageText = gameObject.GetComponent <DamageText>();
                damageText.SetText(text);
                if (customColor.a > 0f)
                {
                    damageText.SetColor(customColor);
                }
                if (fontSize >= 0)
                {
                    damageText.SetSize(fontSize);
                }
                if (!bUseUnscaleTime)
                {
                    gameObject.GetComponentInChildren <UI2DFloatyText>()._useUnscaleTime = false;
                    return;
                }
            }
            else
            {
                Debug.LogError("Missing CharacterSprite");
            }
        }
示例#3
0
    public static void CreateDamageText(int damage, float x, float y)
    {
        DamageText instance       = Instantiate(damageText);
        Vector2    screenPosition = Camera.main.WorldToScreenPoint(new Vector2(x, y));

        instance.transform.SetParent(canvas.transform, false);
        instance.transform.position = screenPosition;
        if (damage < 0) //Healing
        {
            instance.SetColor(Color.green);
            instance.SetText((-damage).ToString());
        }
        else
        {
            instance.SetText(damage.ToString());
        }
    }
示例#4
0
    public void Heal(float health)
    {
        currentHealth = Mathf.Min(currentHealth + health, MaxHealth);
        FlashGreen();

        if (HealFX)
        {
            Instantiate(HealFX, this.transform);
        }

        GameObject ht     = (GameObject)Instantiate(damageTextPrefab, this.gameObject.transform.position, Camera.main.transform.rotation);
        DamageText script = ht.gameObject.GetComponent <DamageText>();

        script.SetColor(Color.green);
        script.SetText(Mathf.Round(health).ToString());

        UpdateHealthUI();
    }
示例#5
0
    public virtual void TakeDamage(float damage, bool isCriticalHit)
    {
        if (currentHealth - damage > 0)
        {
            currentHealth = Mathf.Max(currentHealth - damage, 0);
            FlashRed();

            GameObject dt     = (GameObject)Instantiate(damageTextPrefab, this.gameObject.transform.position + Vector3.up * this.gameObject.transform.localScale.y / 2, Camera.main.transform.rotation);
            DamageText script = dt.gameObject.GetComponent <DamageText>();
            if (isCriticalHit)
            {
                script.SetColor(Color.blue);
            }
            script.SetText(Mathf.Round(damage).ToString());
        }
        else
        {
            Die();
        }

        UpdateHealthUI();
    }