示例#1
0
    private void ActiveHeal()
    {
        HealHP Heal = new HealHP(OC.MaxHealth * (Heal_MaxHP_Percentage / 100), false, OC, typeof(StandingStill));

        OC.ON_HEALTH_GAIN += OC.HealHP;
        OC.ON_HEALTH_GAIN(Heal);
        OC.ON_HEALTH_GAIN -= OC.HealHP;
        AudioSource.PlayClipAtPoint(SFX, transform.position, GameManager.SFX_Volume);
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        HealHP.SetActive(false);

        sound = this.gameObject.GetComponent <AudioSource> ();

        //3DTextの初期化
        textMesh      = transform.FindChild("PlayerLevel").GetComponent <TextMesh> ();
        textMesh.text = HP + "";
    }
示例#3
0
    void OnTriggerEnter(Collider col)
    {
        if (col.tag == "HPBall")
        {
            HP           += 10;
            textMesh.text = HP + "";
            HealHP.SetActive(false);
            HealHP.SetActive(true);
            col.gameObject.SetActive(false);

            sound.Play();
        }
    }
示例#4
0
 //Combat
 public void HealHP(HealHP heal_hp)
 {
     if (GetCurrStats(STATSTYPE.HEALTH) < GetMaxStats(STATSTYPE.HEALTH) && GetCurrStats(STATSTYPE.HEALTH) + heal_hp.Amount <= GetMaxStats(STATSTYPE.HEALTH))
     {
         AddCurrStats(STATSTYPE.HEALTH, heal_hp.Amount);
         IC.PopUpText(heal_hp);
     }
     else if (GetCurrStats(STATSTYPE.HEALTH) < GetMaxStats(STATSTYPE.HEALTH) && GetCurrStats(STATSTYPE.HEALTH) + heal_hp.Amount > GetMaxStats(STATSTYPE.HEALTH))
     {
         heal_hp.Amount = GetMaxStats(STATSTYPE.HEALTH) - GetCurrStats(STATSTYPE.HEALTH);
         AddCurrStats(STATSTYPE.HEALTH, heal_hp.Amount);
         IC.PopUpText(heal_hp);
     }
 }
示例#5
0
    private void Heal()
    {
        float RawHeal = HealAmount;
        bool  Crit    = false;

        if (applyer != null && UnityEngine.Random.value < (applyer.GetCurrStats(STATSTYPE.CRIT_CHANCE) / 100))
        {
            RawHeal = RawHeal * (applyer.GetCurrStats(STATSTYPE.CRIT_DMG) / 100);
        }
        HealHP Heal = new HealHP(RawHeal, Crit, applyer, typeof(HealingBuff));

        target.ON_HEALTH_GAIN += target.HealHP;
        target.ON_HEALTH_GAIN(Heal);
        target.ON_HEALTH_GAIN -= target.HealHP;
        AudioSource.PlayClipAtPoint(SFX, transform.position, GameManager.SFX_Volume);
    }