void Awake() { if (instance == null) { instance = this; } }
public void Execute() { sUI = Camera.mainCamera.GetComponent<DamageSlidingUI>(); IList atkList = new List<Transform>(); Transform localMap = attacker.GetComponent<CharacterSelect>().getMapPosition(); Transform[] attackableMaps = localMap.GetComponent<Identy>().neighbor; foreach(Transform unit in attackableMaps){ if((unit!=null) && MapHelper.IsMapOccupied(unit)){ atkList.Add(MapHelper.GetMapOccupiedObj(unit)); } } int d = attacker.GetComponent<CharacterProperty>().Hp+1; attacker.GetComponent<CharacterProperty>().Hp -= (attacker.GetComponent<CharacterProperty>().Hp+1); DamageUI aDieUI = new DamageUI(attacker, d, attacker); sUI.UIItems.Add(aDieUI); if(atkList.Count>0){ foreach(Transform target in atkList){ target.GetComponent<CharacterProperty>().Hp -= attacker.GetComponent<CharacterProperty>().Damage; DamageUI dUI = new DamageUI(target,attacker.GetComponent<CharacterProperty>().Damage, attacker); sUI.UIItems.Add(dUI); } sUI.FadeInUI = true; } }
private void Awake() { Instance = this; damageFont = Resources.LoadAll <Sprite>("UI2020/Sprites/FontImage/DamageFontSprite2"); // TODO 개선 해야함 gameObject.AddComponent <DamageUIWrapperPoolingManager>().Initialize(); gameObject.AddComponent <DamageUIImagePoolingManager>().Initialize(); }
public void Execute() { sUI = Camera.mainCamera.GetComponent <DamageSlidingUI>(); IList atkList = new List <Transform>(); Transform localMap = attacker.GetComponent <CharacterSelect>().getMapPosition(); Transform[] attackableMaps = localMap.GetComponent <Identy>().neighbor; foreach (Transform unit in attackableMaps) { if ((unit != null) && MapHelper.IsMapOccupied(unit)) { atkList.Add(MapHelper.GetMapOccupiedObj(unit)); } } int d = attacker.GetComponent <CharacterProperty>().Hp + 1; attacker.GetComponent <CharacterProperty>().Hp -= (attacker.GetComponent <CharacterProperty>().Hp + 1); DamageUI aDieUI = new DamageUI(attacker, d, attacker); sUI.UIItems.Add(aDieUI); if (atkList.Count > 0) { foreach (Transform target in atkList) { target.GetComponent <CharacterProperty>().Hp -= attacker.GetComponent <CharacterProperty>().Damage; DamageUI dUI = new DamageUI(target, attacker.GetComponent <CharacterProperty>().Damage, attacker); sUI.UIItems.Add(dUI); } sUI.FadeInUI = true; } }
private void Ins() { GameObject damageUI = PoolManager.Ins.minipools[PoolType.Damage].Dequeue(); DamageUI ui = damageUI.GetComponent <DamageUI>(); damageUI.gameObject.SetActive(true); //StartCoroutine(ui.TweeningEnd()); ui.TweenStart(); }
public void Activate(Stats stats, TurnManager manager, DamageUI ui) { if (gold != 0) { manager.CurrentPlayer.Gold.ChangeAmount(gold); } stats.Resources.Apply(resources, ui); stats.Attributes.Apply(attributes); }
// ----- Custom funktioner ----- \\ public void ShowDamageText(GameObject parent, int damage, float length) { GameObject damageTextObj = Instantiate(damageTextPrefab); DamageUI damageTextScript = damageTextObj.GetComponentInChildren <DamageUI>(); damageTextScript.SetFollowTransform(parent.transform); Text damageText = damageTextObj.GetComponentInChildren <Text>(); damageText.text = damage.ToString(); Destroy(damageTextObj, length); }
private DamageUI GetDamageUI(int damage) { foreach (var UI in DamageUIList) { if (!UI.gameObject.activeSelf) { UI.Enter(damage); return(UI); } } DamageUI temp = AddNewDamageUI(); temp.Enter(damage); return(temp); }
void OnCollisionEnter(Collision collision) { if (collision.transform.tag == "Boss") { collision.gameObject.GetComponent <Boss>().HP -= attackPower; attacked = true; Vector3 pos = transform.position - new Vector3(30.0f, 0.0f, 0.0f); DamageUI dam = GameObject.Instantiate( damageObj, pos, new Quaternion(0.0f, 0.0f, 0.0f, 1.0f)).GetComponent <DamageUI>(); dam.damageInt = attackPower; dam.comboInt = thisCombo; Destroy(gameObject); } }
public void Execute() { IList targetList = new List <Transform>(); targetList.Add(target); sUI = Camera.mainCamera.GetComponent <DamageSlidingUI>(); Transform[] mapArray = targetMap.GetComponent <Identy>().neighbor; foreach (Transform map in mapArray) { if (map != null) { if (MapHelper.IsMapOccupied(map)) { targetList.Add(MapHelper.GetMapOccupiedObj(map)); } } } foreach (Transform unit in targetList) { if (transform.GetComponent <SkillProperty>().PassSkillRate) { damage = 2; unit.GetComponent <CharacterProperty>().Hp -= damage; DamageUI dUI = new DamageUI(unit, damage, attacker); sUI.UIItems.Add(dUI); sUI.FadeInUI = true; print("Bombed critical hit!"); } else { damage = 1; unit.GetComponent <CharacterProperty>().Hp -= damage; DamageUI dUI = new DamageUI(unit, damage, attacker); sUI.UIItems.Add(dUI); sUI.FadeInUI = true; print("Bombed!"); } } }
public void DisplayDamageNumber(int damage, Vector3 pos) { DamageUI temp = GetDamageUI(damage); temp.gameObject.transform.position = pos; }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("Bullet")) { Bullet bullet = collision.gameObject.GetComponent <Bullet>(); if (bullet.m_tower.eId % 10 == 6)//whitetower endNumber 6 { GameObject effectObject = PoolManager.Ins.minipools[PoolType.IceEffect].Dequeue(); Effect effect = effectObject.GetComponent <Effect>(); effect.colorNumber = bullet.m_tower.eId % 10; effectObject.transform.position = gameObject.transform.position; effectObject.SetActive(true); } else { GameObject effectObject = PoolManager.Ins.minipools[PoolType.ColorEffect].Dequeue(); effectObject.transform.position = gameObject.transform.position; Effect effect = effectObject.GetComponent <Effect>(); effect.effectColor.Color = EffectColor((GemColor)(bullet.m_tower.eId % 10)); effectObject.SetActive(true); } //damage UI GameObject damage = PoolManager.Ins.minipools[PoolType.Damage].Dequeue(); Vector3 damageViewportPosition = WorldPositionToUICameraViewport(uiTransform.position, new Vector2(0.0f, 0.0f)); damage.transform.position = damageViewportPosition; DamageUI ui = damage.GetComponent <DamageUI>(); ui.damageLabel.text = bullet.damage.ToString(); damage.gameObject.SetActive(true); ui.WaitDelete(); ui.TweenStart(); hp -= bullet.damage; //hpBar is null if (hpBar == null) { Vector3 viewportPosition = WorldPositionToUICameraViewport(uiTransform.position, new Vector2(0, 0.08f)); GameObject hpBarObj = PoolManager.Ins.minipools[PoolType.HpBar].Dequeue(); hpBar = hpBarObj; hpBarObj.transform.position = viewportPosition; hpBarObj.gameObject.SetActive(true); UISprite hpSprite = hpBarObj.GetComponent <UISprite>(); hpSprite.fillAmount = (float)hp / (float)maxHp; if (gameObject.activeInHierarchy == true) { temp = StartCoroutine(HpBarWaitDelete(hpBar)); } } else //HpBar가 존재할때 { UISprite hpSprite = hpBar.GetComponent <UISprite>(); hpSprite.fillAmount = (float)hp / (float)maxHp; if (temp == null) { temp = StartCoroutine(HpBarWaitDelete(hpBar)); } else { StopCoroutine(temp); temp = StartCoroutine(HpBarWaitDelete(hpBar)); } } PoolManager.Ins.minipools[PoolType.Bullet].Enqueue(collision.gameObject); collision.gameObject.SetActive(false); if (hp <= 0 && isDie == false) { isDie = true; PoolManager.Ins.minipools[PoolType.Monster].Enqueue(gameObject); GameMrg.Ins.monsterCheck++; GameMrg.Ins.money += monsterPoint; GameSceneUI.Ins.consumeUI.MoneyUISet(); HpBarDelete(hpBar); gameObject.SetActive(false); } } }
void Awake() { Instance = this; rectTransform = GetComponent <RectTransform>(); }
void Awake() { Instance = this; }
void ShowDamageUI(int addScore) { DamageUI damageUI = Instantiate(DamageUIPrefab, this.transform.position, Quaternion.identity).GetComponent <DamageUI>(); damageUI.setScore(addScore); }
void ShowDamageUI(Transform target, int damage, Transform atk) { DamageUI dUI = new DamageUI(target, damage, atk); sUI.UIItems.Add(dUI); }
void ShowDamageUI(Transform target,int damage, Transform atk) { DamageUI dUI = new DamageUI(target,damage, atk); sUI.UIItems.Add(dUI); }
public void SetUI(DamageUI ui) { _ui = ui; }