//protected PlayerSkill mpUp; public override void ItemUse(int i) { if (ItemBagList.itemBagStuffList[i].ItemQttProp >= 1) { ChatBoxController chatCon = GameObject.Find("Player").GetComponent <ChatBoxController>(); chatCon.StartCoroutine(chatCon.ChatBoxOpener("이거슨\n매직머슈룸!?")); PlayerSkill mpUp = GameObject.Find("Player").GetComponent <PlayerSkill>(); PortionFxGen fxGen = GameObject.Find("Player").GetComponent <PortionFxGen>(); PlayerAudioSource polyPlay = GameObject.Find("Player").GetComponent <PlayerAudioSource>(); polyPlay.playPoly(7); mpUp.StartCoroutine(mpUp.MpPortionDOT()); fxGen.PortionFxGener(1); ItemBagList.itemBagStuffList[i].ItemQttProp = ItemBagList.itemBagStuffList[i].ItemQttProp - 1; if (ItemBagList.itemBagStuffList[i].ItemQttProp == 0) { ItemBagList.itemBagStuffList.Remove(ItemBagList.itemBagStuffList[i]); Debug.Log("바이바이"); } } methodCaller.WhatIsInBag(); // 생각좀해보자 }
// 이하 스킬유즈 3개 줄여보기 protected void SkillUse() // 블레이드 쉴드 테스트 { if (nowMp >= 2 && thsChecker.LHTwoHandSword.enabled == true && Input.GetKeyDown(KeyCode.Q) && coolCounter[0].nowCoolDown == coolCounter[0].skillCoolDown) { mpGageControl.MpDown(2); nowMp = nowMp - 2; _animator.Play("TwoHandSkillUse"); Vector3 PrefabPosition; Transform buffPosition = GameObject.Find("PlayerBuffPosition").GetComponent <Transform>(); PrefabPosition = buffPosition.position; buffPosition.position = new Vector3(buffPosition.position.x, 0f); // buffPosition.position += new Vector3(0f, 0f); ////new Vector3(buffPosition.position.y, ); // PrefabPosition.y = -5; // 피벗이 낮아서 플레이어는 부모없으니까 로컬이든 포지션이든 기준에서 -5 빼주고 차일드로 들어갈땐 인스펙터값 치환됨 StartCoroutine(chatBoxCall.ChatBoxOpener("블레이드쉴드!")); GameObject skill = Instantiate(SkillPrefab[0], PrefabPosition, Quaternion.identity); PlayerAudioSource polyPlay = GameObject.Find("Player").GetComponent <PlayerAudioSource>(); polyPlay.playPoly(6); skill.transform.parent = GameObject.Find("Player").GetComponent <Transform>(); skill.transform.localPosition = new Vector3(0f, -1f); SkillCoolZero(0); SkillCoolRecharge(0); //스킬쓸때 x포지션 프리즈걸고 애니메이션 끝날때 프리즈 풀까 생각중 } else if (nowMp < 2 && thsChecker.LHTwoHandSword.enabled == true && Input.GetKeyDown(KeyCode.Q) && coolCounter[0].nowCoolDown == coolCounter[0].skillCoolDown) { StartCoroutine(chatBoxCall.ChatBoxOpener("마나가 부족해")); } if (nowMp >= 3 && magicChecker.MagicEquipments.enabled == true && Input.GetKeyDown(KeyCode.Q) && coolCounter[3].nowCoolDown == coolCounter[3].skillCoolDown) { mpGageControl.MpDown(3); nowMp = nowMp - 3; _animator.Play("MagicSkillUse"); // skill use하니까 이상함 Transform skillPosition = GameObject.Find("Player").GetComponent <Transform>(); StartCoroutine(chatBoxCall.ChatBoxOpener("썬더필드!")); StartCoroutine(ThunderFieldGen(skillPosition)); polyPlay.playPoly(2); // Instantiate(SkillPrefab[3], PrefabPosition, Quaternion.identity); // skill.SendMessage("MagicFlipper", _cState._isRightDir); SkillCoolZero(3); SkillCoolRecharge(3); } else if (nowMp < 3 && magicChecker.MagicEquipments.enabled == true && Input.GetKeyDown(KeyCode.Q) && coolCounter[3].nowCoolDown == coolCounter[3].skillCoolDown) { StartCoroutine(chatBoxCall.ChatBoxOpener("마나가 부족해")); } }
public void Awake() { _state = GetComponent <CharacterState>(); _animator = GetComponent <Animator>(); _hpGager = GetComponent <HpGageShare>(); dtCoroutinCall = GetComponent <DamageText>(); chatCon = gameObject.GetComponent <ChatBoxController>(); deathInteract = true; polyPlay = gameObject.GetComponent <PlayerAudioSource>(); }
/// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> void Start() { if (this == player) { playerTransform = player.transform; hpManager = player.GetComponentInChildren <PlayerHealthManager>(); physics = player.GetComponentInChildren <PlayerPhysics>(); movementModifier = player.GetComponentInChildren <PlayerMovementModifier>(); clipManager = player.GetComponentInChildren <PlayerClipManager>(); graphicsManager = player.GetComponentInChildren <PlayerGraphicsManager>(); playerController = player.GetComponentInChildren <PlayerControllerScript>(); playerAudio = player.GetComponentInChildren <PlayerAudioSource>(); } }
public override void ItemUse(int i) { if (ItemBagList.itemBagStuffList[i].ItemQttProp >= 1) { PortionFxGen fxGen = GameObject.Find("Player").GetComponent <PortionFxGen>(); fxGen.PortionFxGener(0); ChatBoxController chatCon = GameObject.Find("Player").GetComponent <ChatBoxController>(); chatCon.StartCoroutine(chatCon.ChatBoxOpener("포션기모찌\n인정?")); PlayerAudioSource polyPlay = GameObject.Find("Player").GetComponent <PlayerAudioSource>(); polyPlay.playPoly(7); float dotHealRate = hpUp._MaxHp / 100; if (hpUp._hp > hpUp._MaxHp) { // hpUp._hp = hpUp._MaxHp; hpGageUP.HpUp(1); // 그냥 1을 넣어주면 알아서 메소드에서 맞춰줌 // yield break; 멈출필요는 없는듯 걍 만피만 유지해주면됨 만피에서 떨어지면 이하가실행 } hpUp._hp = hpUp._hp + (dotHealRate * 30); hpGageUP.HpUp(0.3f); ItemBagList.itemBagStuffList[i].ItemQttProp = ItemBagList.itemBagStuffList[i].ItemQttProp - 1; if (ItemBagList.itemBagStuffList[i].ItemQttProp == 0) { ItemBagList.itemBagStuffList.Remove(ItemBagList.itemBagStuffList[i]); } } methodCaller.WhatIsInBag(); // 생각좀해보자 }
private IEnumerator PlayerDeath() { // Turn everything off DisablePlayer(true); if (MainCollider.enabled) { MainCollider.enabled = false; } if (!isDead) { isDead = !isDead; switch (currentState) { case PlayerStates.SPIKE_DEAD: PlayerAudioSource.PlayOneShot(spikeDeathClip); break; case PlayerStates.BOOM_DEAD: PlayerAudioSource.PlayOneShot(boomDeathClip); break; } // If the player is dead, stop the level music. if (SoundManager.MusicSource.isPlaying) { SoundManager.MusicSource.Stop(); } yield return(new WaitForSeconds(1.5f)); OnPlayerIsDead?.Invoke(isDead); enabled = false; } }
void Awake() { MpPortionEffect = false; chatBoxCall = gameObject.GetComponent <ChatBoxController>(); polyPlay = gameObject.GetComponent <PlayerAudioSource>(); }
protected override void Awake() { base.Awake(); polyPlay = gameObject.GetComponent <PlayerAudioSource>(); }