public override void Activate(PlayerHero hero) { base.Activate(hero); this.knight = (KnightHero)hero; stunArea.Init(hero.player, StunEnemy); knight.OnKnightShieldHit += ExecuteAreaAttack; }
public override void Activate(PlayerHero hero) { base.Activate(hero); ninja = (NinjaHero)hero; ninja.cooldownMultipliers [1] *= 0.85f; totalMultiplier *= 0.85f; }
public override void Activate(PlayerHero hero) { base.Activate(hero); ninja = (NinjaHero)hero; ninja.player.OnEnemyDamaged += ChargeTripleStar; percentActivated = 0; }
//private bool activated; public override void Activate(PlayerHero hero) { base.Activate(hero); ninja = (NinjaHero)hero; //ninja.OnNinjaThrewStar += ActivateFanStar; activateChance = 0.1f; }
public override void Activate(PlayerHero hero) { base.Activate(hero); this.mage = (MageHero)hero; conflagrationPowerUp = mage.GetComponentInChildren <Mage_Conflagration>(); conflagrationPowerUp.onActivated += ActivateFireTrail; }
public override void Activate(PlayerHero hero) { base.Activate(hero); hero.onTapHoldDown += Animate; hero.onTapHoldRelease += Activate; percentActivated = 0; }
public override void Activate(PlayerHero hero) { base.Activate(hero); knight = (KnightHero)hero; knight.OnKnightShieldHit += Charge; // Initialize the new ability areaAttackAbility.Init(hero.player, DamageEnemy); }
public override void Activate(PlayerHero hero) { base.Activate(hero); mage = (MageHero)hero; mage.OnMageTeleportIn += ActivateEffect; eruption.Init(hero.player, ERUPTION_FRAME); eruption.onFrameReached += HandleEruption; }
public override void Activate(PlayerHero hero) { base.Activate(hero); this.knight = (KnightHero)hero; knight.player.OnPlayerDamaged += AbsorbDamage; StartCoroutine(ChargeRoutine()); ActivateShield(); }
public void Init() { hero = player.GetComponentInChildren <PlayerHero> (); slider.maxValue = hero.maxComboTimer; text.gameObject.SetActive(false); slider.gameObject.SetActive(false); StartCoroutine(UpdateRoutine()); }
public override void Activate(PlayerHero hero) { base.Activate(hero); ninja = (NinjaHero)hero; ninja.OnNinjaDash += ShadowBackup; // instantiate companions for (int i = 0; i < numCompanions; i++) { CreateCompanion(); } }
///////////// public void SetupPocket(MaterialInfo item, PlayerHero hero) { if (item == null || hero == null) { return; } m_Item = item; m_Hero = hero; m_Icon.overrideSprite = m_Item.Data.GetIcon(); }
////////////// public void SetupEnemy(EnemyData data) { m_EnemyData = data; Health = m_EnemyData.Health; AttackPower = m_EnemyData.Damage; CriticalAttackChance = 0; m_EnemyHealthText.text = Health.ToString(); m_PlayerHero = BattleManager.Instance.m_PlayerHero; StartCoroutine(StartAttacking()); }
public override void Activate(PlayerHero hero) { base.Activate(hero); knight = (KnightHero)hero; // Set hero event listeners knight.OnKnightShieldHit += AddSword; knight.OnKnightRushHitEnemy += AttackSword; // Set animation frame listeners addSword.Init(hero.player, ADD_SWORD_FRAME); attackSword.Init(hero.player, ATTACK_SWORD_FRAME); addSword.onFrameReached += HandleOnAddSwordFrameReached; attackSword.onFrameReached += HandleOnAttackSwordFrameReached; // Set powerup properties percentActivated = 0; }
public IActionResult CreateHeroesByPlayerId(int playerId, [FromBody] PlayerHeroViewModel playerHeroViewModel) { var temp = new PlayerHero { PlayerId = playerId, HeroId = playerHeroViewModel.HeroId, TranscendentTier = playerHeroViewModel.TranscendentTier, UniqueWeaponStars = playerHeroViewModel.UniqueWeaponStars }; _playerHeroRepository.Add(temp); _playerHeroRepository.Commit(); CreatedAtRouteResult result = CreatedAtRoute("FindHeroesByPlayerId", new { controller = "Player", id = temp.Id }, temp); return(new OkObjectResult(result)); }
void Init() { playerWasInitialized = true; hero = player.hero; player.hero.OnAbilityFailed += FlashRedAbilityIcon; abilityIcons = new AbilityIcon[hero.NumAbilities]; //Debug.Log ("There are " + abilityIcons.Length + " player abilities"); for (int i = 0; i < hero.NumAbilities; i++) { GameObject o = Instantiate(iconPrefab); o.transform.SetParent(transform, false); abilityIcons [i] = o.GetComponent <AbilityIcon> (); abilityIcons [i].image.sprite = DataManager.GetHeroData(player.hero.heroType).abilityIcons [i]; } specialAbilityIcon.icon.sprite = DataManager.GetHeroData(player.hero.heroType).specialAbilityIcon; specialAbilityIcon.transform.parent.SetSiblingIndex(0); }
private void InitPlayerHero(Pawn heroData) { // this.hero = infoHolder.CreateHero (type.ToString()); foreach (GameObject prefab in heroPrefabs) { PlayerHero prefabHero = prefab.GetComponent <PlayerHero>(); // print(prefabHero.heroType == type); if (prefabHero.heroType == heroData.type) { GameObject o = Instantiate(prefab, transform.position, Quaternion.identity) as GameObject; o.transform.SetParent(this.transform); hero = o.GetComponent <PlayerHero>(); hero.Init(body, this, heroData); return; } } throw new UnityEngine.Assertions.AssertionException(this.GetType() + ".cs", "Cannot find hero with name " + heroData.type.ToString() + "!"); }
public override void Activate(PlayerHero hero) { base.Activate(hero); mage = (MageHero)hero; hero.player.OnEnemyDamaged += Charge; }
public void Init(Pawn pawnData) { hero = GetComponent <PlayerHero>(); InitPowerUpList(pawnData.level); }
public ActionResult GetPlayer(string device_id) { if (string.IsNullOrEmpty(device_id)) { throw new Exception("No device_id provided on request."); } var player = db.Players.FirstOrDefault(n => n.DeviceId == device_id); if (player == null) { return(new HttpStatusCodeResult(500, "No player found with this deviceid")); } Player p = new Player { BossesDefreated = player.BossesDefreated, DeviceId = player.DeviceId, EuropeanCredits = player.EuropeanCredits, MonstersDefeated = player.MonstersDefeated, PlayerGuid = player.PlayerGuid, PlayerId = player.PlayerId, PlayerName = player.PlayerName, SparkCoins = player.SparkCoins, __EuropeanCredits = player.__EuropeanCredits, __SparkCoins = player.__SparkCoins }; foreach (PlayerHero _heroInformation in player.Heroes) { Hero h = new Hero { HeroCost = _heroInformation.Hero.HeroCost, HeroId = _heroInformation.Hero.HeroId, HeroInformation = _heroInformation.Hero.HeroInformation, HeroName = _heroInformation.Hero.HeroName }; PlayerHero ph = new PlayerHero { Hero = h, HeroUpgradeLevel = _heroInformation.HeroUpgradeLevel, SpecialUpgradeLevel = _heroInformation.SpecialUpgradeLevel }; List <Upgrade> upgrades = new List <Upgrade>(); foreach (var item in _heroInformation.Upgrades) { Upgrade up = new Upgrade { Hero = h, UpgradeCost = item.UpgradeCost, UpgradeId = item.UpgradeId, UpgradeIsAbility = item.UpgradeIsAbility, UpgradeName = item.UpgradeName }; upgrades.Add(up); } ph.Upgrades = upgrades; p.Heroes.Add(ph); } return(new JsonStringResult(p)); }
public virtual void Activate(PlayerHero hero) { playerHero = hero; percentActivated = 1f; isActive = true; }
public virtual void Init(Player player) { this.player = player; this.hero = player.hero; }
public override void Activate(PlayerHero hero) { base.Activate(hero); mage = (MageHero)hero; mage.OnMageTeleportIn += ActivateEffect; }
public override void Activate(PlayerHero hero) { base.Activate(hero); applyStatusChance = 0.1f; hero.player.OnEnemyLastHit += ApplyStatus; }