public virtual void FsmInit() { fsmManager = new FsmManager((int)PlayerAnimationEnum.Max); PlayerIdle playerIdle = new PlayerIdle(anim, this); PlayerRun playerRun = new PlayerRun(anim, this); PlayerAttack1 playerAttack1 = new PlayerAttack1(anim, this); PlayerAttack2 playerAttack2 = new PlayerAttack2(anim, this); PlayerAttack3 playerAttack3 = new PlayerAttack3(anim, this); fsmManager.AddState(playerIdle); fsmManager.AddState(playerRun); fsmManager.AddState(playerAttack1); fsmManager.AddState(playerAttack2); fsmManager.AddState(playerAttack3); fsmManager.ChangeState((int)PlayerAnimationEnum.Idle); }
// Use this for initialization void Start() { ammo = 10; direction = 4; ammoNumber.text = ammo.ToString(); rb2d = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); playerHealth = GetComponent <PlayerHealth>(); playerAttack0 = GetComponentInChildren <PlayerAttack0>(); playerAttack1 = GetComponentInChildren <PlayerAttack1>(); playerAttack2 = GetComponentInChildren <PlayerAttack2>(); playerAttack3 = GetComponentInChildren <PlayerAttack3>(); }
// Use this for initialization void Start() { audioSource = GetComponent <AudioSource>(); thePlayer = GameObject.FindGameObjectWithTag("Player"); playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); enemyMovement = GetComponent <EnemyMovement>(); playerAttack0 = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <PlayerAttack0>(); playerAttack1 = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <PlayerAttack1>(); playerAttack2 = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <PlayerAttack2>(); playerAttack3 = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <PlayerAttack3>(); scoreManager = GameObject.FindGameObjectWithTag("Score").GetComponent <ScoreManager>(); rb2d = GetComponent <Rigidbody2D>(); collide = GetComponent <CapsuleCollider2D>(); trigger = GetComponentInChildren <CircleCollider2D>(); rend = GetComponent <Renderer>(); anim = GetComponent <Animator>(); currentHealth = health; }
// Start is called before the first frame update void Start() { playerInv = new Dictionary <string, bool>(); playerInv.Add("Skill1V1", false); playerInv.Add("Skill1V2", false); playerInv.Add("Skill1V3", false); playerInv.Add("Skill2V1", false); playerInv.Add("Skill2V2", false); playerInv.Add("Skill2V3", false); playerInv.Add("Skill3V1", false); playerInv.Add("Skill3V2", false); playerInv.Add("Skill3V3", false); playerH = GetComponent <PlayerHealth>(); playerA = GetComponent <PlayerAttack1>(); isLifeSteal = false; }
public void onClickSkill3() { //IR BUSCAR O ARRAY LIST PP DE PODERES //VERIFICAR QUAL A VERSAO DA SKILL 1, E ALTERAR A IMAGEM //APLICAR A FUNÇÃO COM A RESPETIVA % DA VERSAO EM QUE ESTEJA //PP.addHealth(x); if (PhotonNetwork.LocalPlayer == PhotonNetwork.MasterClient) { PlayerAttack1 playerA = GameObject.FindGameObjectWithTag("Player2").GetComponent <PlayerAttack1>(); PlayerHealth playerH = GameObject.FindGameObjectWithTag("Player2").GetComponent <PlayerHealth>(); int lifeTaken; if (PP.playerInv["Skill3V1"] == true) { lifeTaken = 100; playerA.skillTrois(); playerH.TakeDamageSkill3(lifeTaken); } else if (PP.playerInv["Skill3V2"] == true) { lifeTaken = 150; playerA.skillTrois(); playerH.TakeDamageSkill3(lifeTaken); } else if (PP.playerInv["Skill3V3"] == true) { lifeTaken = 180; playerA.skillTrois(); playerH.TakeDamageSkill3(lifeTaken); } } else { PlayerAttack1 playerA = GameObject.FindGameObjectWithTag("Player1").GetComponent <PlayerAttack1>(); PlayerHealth playerH = GameObject.FindGameObjectWithTag("Player1").GetComponent <PlayerHealth>();; int lifeTaken; if (PP.playerInv["Skill3V1"] == true) { lifeTaken = 100; playerA.skillTrois(); playerH.TakeDamageSkill3(lifeTaken); } else if (PP.playerInv["Skill3V2"] == true) { lifeTaken = 150; playerA.skillTrois(); playerH.TakeDamageSkill3(lifeTaken); } else if (PP.playerInv["Skill3V3"] == true) { lifeTaken = 180; playerA.skillTrois(); playerH.TakeDamageSkill3(lifeTaken); } } if (PP.playerInv["Skill3V1"] || PP.playerInv["Skill3V2"] || PP.playerInv["Skill3V3"]) { sfxAudio.skill3Sound(); animation.SetTrigger("Ulti"); isCooldownSkill3 = true; textCooldownSkill3.gameObject.SetActive(true); cooldownTimerSkill3 = cooldownTimeSkill3; skill3Btn.interactable = false; } }