public void TakeDamage(int attack) { if (state == PlayerState.Death) { return; } float def = EquipmentUI._instance.def + ps.def + ps.def_plus; float temp = attack * ((200 - def) / 200); if (temp < 1) { temp = 1; } float value = Random.Range(0f, 1f); if (value < miss_rate) //MISS { AudioSource.PlayClipAtPoint(miss_sound, transform.position); hudtext.Add("MISS", Color.gray, 1); } else { hudtext.Add("-" + temp, Color.red, 1); ps.hp_remain -= (int)temp; StartCoroutine(ShowBodyRed()); if (ps.hp_remain <= 0) { state = PlayerState.Death; } } HeadStatusUI._instance.UpdateShow(); }
public void TakeDamage(int attack) { if (state == WolfState.Death) { return; } target = GameObject.FindGameObjectWithTag(tags.player).transform; state = WolfState.Attack; float value = UnityEngine.Random.Range(0, 1f); if (value < miss_rate) { AudioSource.PlayClipAtPoint(miss_sound, transform.position); hudtext.Add("Miss", Color.gray, 1); } else { hudtext.Add("-" + attack, Color.red, 1); this.hp -= attack; StartCoroutine(showbodyRed()); isattacked = true; attack_timer = 0; if (hp <= 0) { state = WolfState.Death; Destroy(this.gameObject, 2); } } }
public void TakeDamage(int damageValue) { if (state == WolfState.Death) { return; } float value = Random.Range(0f, 1f); target = GameObject.FindGameObjectWithTag(Tags.player).transform; state = WolfState.Attack; if (value <= dodgeProbability) { AudioSource.PlayClipAtPoint(missAudio, transform.position); hudText.Add("Miss", Color.gray, 1); return; } hudText.Add("-" + damageValue, Color.red, 1); StartCoroutine(ChangeBodyRed()); hp -= damageValue; if (hp <= 0) { state = WolfState.Death; } else { animation.Play(takeDamageAnimationName); } }
public void TakeDamage(int attack) //受到伤害 { if (state == WolfState.Death) { return; } target = GameObject.FindGameObjectWithTag(Tags.player).transform; //受到攻击的时候小狼进行自动攻击 state = WolfState.Attack; float value = Random.Range(0f, 1f); if (value < miss) //miss { AudioSource.PlayClipAtPoint(miss_sound, transform.position); //miss时候的声音 hudText.Add("Miss", Color.grey, 0.1f); //显示miss效果 } else //打中 { hp -= attack; hudText.Add("-" + attack, Color.red, 0.1f); //显示掉血量 StartCoroutine(ShowBodyRed()); //使用协同方法 if (hp <= 0) { state = WolfState.Death; Destroy(gameObject, 2); } } }
/// <summary> /// 受到伤害 /// </summary> public void TakeDamage(int attack) { if (state == WolfState.Death) { return; } //转换为攻击状态 state = WolfState.Attack; //target会被设置为null,所以要每一次受伤都设置 target = player.transform; float value = Random.Range(0f, 1f); //miss效果 if (value < miss) { AudioSource.PlayClipAtPoint(missSound, transform.position); hudText.Add("Miss", Color.gray, 1); } //打中 else { ShowEffect(); //掉血多少 hudText.Add("-" + attack, Color.red, 1); hp -= attack; if (hp <= 0) { state = WolfState.Death; } } }
public void TakeDamage(int attack) //受到伤害 { if (state == WolfState.Death) { return; } target = GameObject.FindGameObjectWithTag(Tags.player).transform; state = WolfState.Attack; float value = Random.Range(0f, 1f); if (value < miss_rate) // Miss效果 { AudioSource.PlayClipAtPoint(miss_sound, transform.position); hudtext.Add("Miss", Color.gray, 1); } else //打中的效果 { hudtext.Add("-" + attack, Color.red, 1); this.hp -= attack; StartCoroutine(ShowBodyRed()); if (hp <= 0) { state = WolfState.Death; Destroy(this.gameObject, 2); } } }
public void TakeDamage(int attack) { if (state == PlayerState.Death) { return; } float def = Equipment._Instance.defend + ps.def + ps.def_plus; float temp = attack * ((200 - def) / 200); if (temp < 1) { temp = 1; } float value = Random.Range(0f, 1f); if (value < missRate) { AudioSource.PlayClipAtPoint(missSound, transform.position); hudtext.Add("MISS", Color.gray, 1); } else { hudtext.Add("-" + temp, Color.red, 1); ps.hpRemain -= temp; if (ps.hpRemain <= 0) { ps.hpRemain = 0; state = PlayerState.Death; } } }
//玩家受到攻擊 public void TakeDamage(int attack) { if (state == PlayerState.Death) { return; //死亡就不做任何動作 } float def = ps.def; float temp = attack * ((200 - def) / 200); //當def大於200 可把所有傷害抵銷 print("有"); if (temp < 1) { temp = 1; } float value = Random.Range(0f, 1f); if (value < miss_rate)//Miss效果 { AudioSource.PlayClipAtPoint(miss_sound, transform.position); hudtext.Add("MISS", Color.gray, 1); print("玩家顯示MISS"); } else// 打中的效果 { hudtext.Add("-" + temp, Color.red, 1); //減多少血 ps.hp_remain -= (int)temp; StartCoroutine(ShowBodyRed()); if (ps.hp_remain <= 0) { state = PlayerState.Death; } } HeadStatusUI._instance.UpdateShow(); }
public void TakeDamage(int attack) //受伤扣血 { int def = ps.def + ps.def_plus; int temp = attack - (int)(def * 0.5); //扣血公式,当小于1的时候,默认扣1 if (temp < 1) { temp = 1; } float value = Random.Range(0f, 1f); if (value < miss_rate) { AudioSource.PlayClipAtPoint(miss_sound, transform.position); hudText.Add("miss", Color.grey, 0.1f); } else { //打中 ps.hp_remain -= temp; hudText.Add("-" + temp, Color.red, 0.1f); //显示掉血量 HeadStatus.instance.UpdateShow(); StartCoroutine(ShowBodyRed()); //使用协同方法 if (ps.hp_remain <= 0) { state = PlayerState.Death; } } if (state == PlayerState.Death) //如果死亡就播放死亡动画 { DieScript.instance.DeadWindow(); GetComponent <Animation>().CrossFade(aniname_death); } }
public void ShowAnger(int anger) { string txt = anger.ToString(); if (anger > 0) { txt = "+" + txt; } mAngerText.Add(txt, Color.yellow, JumbTextDuration); }
//Break the multiplier public void BreakMultiplier() { multiplier = 0; _multiplierLabel.text = multiplier + "x"; if (currentStreak > 0) { _multiplierHUDText.Add("Lost Multiplier", Color.red, 0.6f); } currentStreak = 0; }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { text.Add(-10, Color.red, 1f); } else if (Input.GetMouseButtonDown(1)) { text.Add(10, Color.green, 1f); } }
private void Update() { if (Input.GetMouseButtonDown(0)) { hudText.Add(-10, Color.red, 1); } if (Input.GetMouseButtonDown(1)) { hudText.Add(+10, Color.green, 1); } }
void OnHover(bool isOver) { if (mText != null && isOver && !mHover) { mHover = true; mText.Add("Left-click, right-click", Color.cyan, 2f); } else if (!isOver) { mHover = false; } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { hUDText.Add(-10, Color.red, 1); // 显示的文字,颜色,停留时间 } if (Input.GetMouseButtonDown(1)) { hUDText.Add(+10, Color.green, 1); // 显示的文字,颜色,停留时间 } }
// 每帧调用此函数一次 void Update() { if (Input.GetMouseButton(0)) { m_hudText.Add("+100", Color.red, 0); } if (Input.GetMouseButton(1)) { m_hudText.Add("-30", Color.green, 0); } if (Input.GetMouseButton(2)) { m_hudText.Add("Miss", Color.cyan, 0); } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { value = -10; text.Add(value, Color.red, 1f); UpdateLabelAndSlider(value); } else if (Input.GetMouseButtonDown(1)) { value = +10; text.Add(value, Color.green, 1f); UpdateLabelAndSlider(value); } }
IEnumerator ProgressChat() { mDisplay = true; // Get the Combat text for the current chatter. HUDText ct = mParticipants[mCurrentChatter].hudText; if (ct != null) { ct.Add(chatMessages[mCurrentMessage], Color.white, 2f); cameraLookAt.target = mParticipants[mCurrentChatter].lookAt; } yield return(new WaitForSeconds(4f)); mCurrentChatter++; mCurrentMessage++; if (mCurrentChatter >= mParticipants.Count) { mCurrentChatter = 0; } // Rand out of message start again if (mCurrentMessage >= chatMessages.Length) { mCurrentMessage = 0; yield return(new WaitForSeconds(5f)); } mDisplay = false; }
//收到攻击调用这个方法 // 0,收到多少伤害 // 1,后退的距离 // 2,浮空的高度 void TakeDamage(string args) { if (hp <= 0) { return; } Combo._instance.ComboPlus(); string[] proArray = args.Split(','); //减去伤害值 int damage = int.Parse(proArray[0]); hp -= damage; hpBarSlider.value = (float)hp / hpTotal; hudText.Add("-" + damage, Color.red, 0.3f); // 受到攻击的动画 GetComponent <Animation>().Play("takedamage"); //浮空和后退 float backDistance = float.Parse(proArray[1]); float jumpHeight = float.Parse(proArray[2]); iTween.MoveBy(this.gameObject, transform.InverseTransformDirection(targetGo.transform.forward) * backDistance + Vector3.up * jumpHeight, 0.3f); //出血特效实例化 GameObject.Instantiate(damageEffectPrefab, bloodPoint.transform.position, Quaternion.identity); if (hp <= 0) { Dead(); } }
public void AddHudText(string text) { if (m_hudText != null) { m_hudText.Add(text, new Color(1.0f, 1.0f, 98.0f / 255.0f, 1.0f), 0.5f); } }
public void createHUDText(Transform targetPosition, string text, Color color, float duration) { if (HUDRoot.go == null) { GameObject.Destroy(this.gameObject); return; } _isStart = true; _playTime = duration; this.transform.parent = HUDRoot.go.transform; this.transform.localPosition = Vector3.zero; this.transform.localRotation = Quaternion.identity; this.transform.localScale = Vector3.one; this.gameObject.layer = HUDRoot.go.layer; gameObject.GetComponent <UIFollowTarget> ().target = targetPosition; HUDText hudText = gameObject.GetComponent <HUDText> (); hudText.Add(text, color, duration); }
void TakeDamage(string args) //受到伤害 { if (hp_now == 0) //死亡 { return; } Combo.instance.ShowCombo(); //显示连击数 //受到伤害的动画 GetComponent <Animation>().Play("takedamage"); string[] proArray = args.Split(','); //0 伤害值 int damage = int.Parse(proArray[0]); hp_now -= damage; hpBar.value = (float)hp_now / hp_max; //更新血条显示 hudText.Add("-" + damage, Color.red, 0.1f); //更新伤害显示 if (hp_now < 0) { hp_now = 0; } if (hp_now == 0) //死亡 { Dead(); } //1 后退的距离 //2 浮空的高度 float back = float.Parse(proArray[1]); //敌人后退的方向为主角的前方向 float height = float.Parse(proArray[2]); Vector3 pos = transform.InverseTransformDirection(targetGo.transform.forward); //将主角前方向坐标转换为敌人的局部坐标 iTween.MoveBy(gameObject, pos * back + Vector3.up * height, 0.2f); //后退和浮空 //出血的特效 Instantiate(bloodEffect, bloodPoint.position, Quaternion.identity); }
public override void TakeDamage(int attack) { if (playerInformation.HP <= 0) { return; } if (state == WolfState.Death) { return; } float value = Random.Range(0f, 1f); if (value < miss) { isAttacked = false; AudioSource.PlayClipAtPoint(misss_Audio, transform.position); HUDText.Add("miss", Color.white, 0.5f); } else { isAttacked = true; hp -= attack; StartCoroutine(ChangeColor()); HUDText.Add(-attack, Color.red, 0.5f); AudioSource.PlayClipAtPoint(attack1_Audio, transform.position); } }
/// <summary> /// 0、受到的攻击 /// 1、收到的伤害 /// 2、浮空或者后退的距离 /// </summary> public void TakeDamage(object[] arg) { if (hp <= 0) { return; } StopAllCoroutines(); Combo.Instance.ComboPlus(); int damage = (int)arg[0]; float moveforward = (float)arg[1]; float jumpHeight = (float)arg[2]; anim.CrossFade("takedamage"); iTween.MoveBy(this.gameObject, transform.InverseTransformDirection(TranscriptController.Instance.playerAnimation.transform.forward) * moveforward + Vector3.up * jumpHeight, 0.3f); GameObject effect = Instantiate <GameObject>(Resources.Load <GameObject>("Prefabs/EffectPrefabs/BloodSplatEffect"), bloodPoint.position, Quaternion.identity); hp -= damage; if (hp <= 0) { Dead(); } hpBarSlider.value = (float)hp / hpTotal; hUDText.Add(damage, Color.red, 0.3F); StartCoroutine("PursurePlayer"); }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { test.Add(-10, Color.red, 1); } }
//0受到多少伤害 //1 后退距离 //3 浮空高度 void TakeDamage(string args) { if (hp <= 0) { return; } Combo._instance.ShowConboPlus(); string[] proArray = args.Split(','); int damage = int.Parse(proArray[0]); hp -= damage; //血量显示 hpSlider.value = (float)hp / TotalHp; //伤害显示 hudText.Add("-" + damage, Color.red, 0.2f); //播放攻击动画 animation.Play("takedamage"); float backdistance = float.Parse(proArray[1]); float jumpHeight = 0; iTween.MoveBy(this.gameObject, transform.InverseTransformDirection(TranscriptManager._instance.player.transform.forward) * backdistance + Vector3.up * jumpHeight, 0.3f); GameObject.Instantiate(damageEffectPrefab, bloodPoint.transform.position, Quaternion.identity); if (hp <= 0) { Dead(); } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { float sliderValue = slider.value; hUDText.Add(-10, Color.red, 1); // 显示的文字,颜色,停留时间 slider.value = sliderValue - 0.1f; } if (Input.GetMouseButtonDown(1)) { float sliderValue = slider.value; hUDText.Add(+10, Color.green, 1); // 显示的文字,颜色,停留时间 slider.value = sliderValue + 0.1f; } }
void OnClick() { if (hudtxt == null) { Start(); } hudtxt.Add(1, Color.red, 1); }
// Update is called once per frame void Update() { print(hudTest == null); if (Input.GetMouseButtonDown(0)) { hudTest.Add(123, Color.red, 2f); } }
private void AddText(string str, Color color, float stay, bool large = false, bool force = false) { if (force) { hudText.fontSize = (int)(((isPlayer ? 30 : 20) * (large ? 2 : 1))); hudText.Add(str, color, stay); } else { if (!ShowText) { return; } hudText.fontSize = (int)(((isPlayer ? 30 : 20) * (large ? 2 : 1)) * (6 - Vector3.Distance(Camera.main.transform.position, GetComponent <UIFollowTarget>().target.position)) / 5); hudText.Add(str, color, stay); } }