public static void OnDamagePlayer(float amount) { if (PlayerDamaged != null) { PlayerDamaged.Invoke(amount); } }
/// <summary> /// Damage the Player, if not invunverable /// </summary> /// <param name="damage">Health to remove from the player</param> public void DamagePlayer(float damage) { if (!isInvunerable) { //Reduce Score when damaged ScoreKeeper.CurrentScore -= damageScoreReduction; //Calculate the resultant health and make sure that it doesn't //go below zero float resultantHealth = playerHealth - damage; if (resultantHealth > 0) { //Call damage events and functionality playerHealth = resultantHealth; PlayerDamaged?.Invoke(playerHealth); //Set player to be invunerable for an amount of time //so they don't take damage 100 times while clipping through a wall StartCoroutine(DoInvunerableSequence(playerInvunerableTime)); } else { //Call game over/death events playerHealth = 0; PlayerKilled?.Invoke(); } } }
public void Respawn() { AudioManager.PlaySound(AudioManager.Sound.Confirm); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; PlayerRespawned?.Invoke(); impact = Vector3.zero; isDead = false; canMove = true; canRun = true; currentHealth = maxHealth; PlayerDamaged?.Invoke(currentHealth, maxHealth); stamina = maxStamina; StaminaChanged?.Invoke(stamina, maxStamina); var respawnPosition = new Vector3(152.2615f, 1, 142.5762f); // turn off characterController so that it does not override transform.position characterController.enabled = false; gameObject.transform.position = respawnPosition; characterController.enabled = true; onFireTimer = 5; bleedingTimer = 10; exhaustedTimer = 5; animator.SetBool("isDying", false); animator.SetBool("isRunning", false); animator.SetBool("isAttacking", false); animator.SetBool("isIdle", true); }
public void Damage(DamageInfo damage) { if (damage.Value < 0) { Debug.LogWarning("Damange less than 0."); return; } var value = ApplyArmourRating(damage.Value, damage.DamageType); // Debug.Log(damage.Value + ", " + value); CurrentHealth -= value; if (CurrentHealth < 0) { CurrentHealth = 0; } PlayerDamaged?.Invoke(CurrentHealth); if (CurrentHealth == 0) { OnDeath(); } }
void OnAnotherDamageEvent(PlayerDamaged e) { if (e.playerNum == playerNum) { SetStatus(TaskStatus.Aborted); } }
private void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "Holywall") { _playerLifesCount--; if (_playerLifesCount == 0) { _Died = true; animator.SetTrigger("PlayerDamaged"); PlayerDie(); } else { audioSource.PlayOneShot(holyWall); PlayerDamaged?.Invoke(_playerLifesCount); _isShoked = true; animator.SetTrigger("PlayerDamaged"); Vector3 playerPushDirection = playerCenter.position - collision.contacts[0].point; playerPushDirection.y = 0f; rigidbody.AddForce((playerPushDirection).normalized * playerPushFromHolyWallForce, ForceMode.Impulse); float returnToNormal = 0f; DOTween.To(() => returnToNormal, x => returnToNormal = x, 1, 1f).OnComplete(() => { _isShoked = false; }); } } }
void OnTriggerEnter(Collider other) { InteractionPrompt.Invoke(this.Interactables.Count > 0); switch (other.tag) { case "Enemy Weapon": if (isVulnerable) { this.SetState(new TakeDamageState(this)); PlayerDamaged.Invoke(); } break; case "Health": if (health < maxHealth) { health += 2; if (health > 10) { health = 10; } HealthPickup.Invoke(); Audio.PlayOneShot(healthPick); other.gameObject.SetActive(false); } break; } }
// Use this for initialization void Awake() { //取得 player_Controller = transform.parent.GetComponent <PlayerController>(); player_Damaged = transform.parent.GetComponent <PlayerDamaged>(); //初期値代入 default_Size = GetComponent <CapsuleCollider2D>().size; default_Offset = GetComponent <CapsuleCollider2D>().offset; }
private void OnCollisionEnter2D(Collision2D collision) { //Check if we have collided with a bullet Bullet hitBullet; if (collision.gameObject.TryGetComponent <Bullet>(out hitBullet)) { //Don't do damange if we didn't create this if (hitBullet.creatorTag != this.gameObject.tag) { Health -= hitBullet.BulletDamage; PlayerDamaged?.Invoke(); Debug.Log(health); } } }
public void TakeDamage(int amount) { currentHealth -= amount; AudioSource.PlayClipAtPoint(damagedClip, transform.position); PlayerDamaged?.Invoke(); if (currentHealth <= 0) { DisablePlayer(); } healthBar.value = currentHealth; StartCoroutine(FlashPlayerRed()); playerController.RumbleController(); }
protected override void CheckTypeAndValues(DamagebleParam.ParamType type, float value, float maxValue) { switch (type) { case DamagebleParam.ParamType.Health: if (isFirstCheck) { playerUI.InitializePlayerView(maxValue); isFirstCheck = false; } else { PlayerDamaged?.Invoke(); } playerUI.ViewHealth(value); break; } }
public void ReceiveDamage(float Damage) { Damage *= damageModifier; if (Damage > 0 && !isDead) { AudioManager.PlaySound(AudioManager.Sound.PlayerDamaged); } currentHealth -= Damage; if (currentHealth < 0) { currentHealth = 0; } else if (currentHealth > maxHealth) { currentHealth = maxHealth; } PlayerDamaged?.Invoke(currentHealth, maxHealth); }
private void OnPlayerDamaged(int oldHealth, int newHealth) { PlayerDamaged?.Invoke(); }
public void PlayerTookDamageAdding(PlayerDamaged registered) { playerTookDamage += registered; }
public static void CallPlayerDamaged(float damage) { PlayerDamaged?.Invoke(damage); }
private void OnPlayerHit(PlayerDamaged e) { PlayParticles(); }
public void OnPlayerDamaged(PlayerDamagedEventArgs args) { PlayerDamaged?.Invoke(this, args); }
// Use this for initialization void Start() { //取得 player_Damaged = transform.parent.GetComponent <PlayerDamaged>(); }
public void SetHealth(int hp) { CurrentHealth = Mathf.Clamp(hp, 0, MaxHealth); PlayerDamaged?.Invoke(CurrentHealth); }