示例#1
0
 private void Awake()
 {
     m_onBoat         = false;
     m_movement       = GetComponent <PlayerMovement>();
     m_actions        = GetComponent <PlayerActions>();
     m_statusEffects  = GetComponent <PlayerStatusEffects>();
     m_anim           = transform.Find("Model").GetComponent <Animator>();
     m_charcontroller = GetComponent <CharacterController>();
     // FOR NOW, ALWAYS RESET PLAYER STATS TO DEFAULT
     m_currentStats.Reset(m_baseStats);
     m_startPos = transform.position;
 }
示例#2
0
        /// <summary>
        /// Applies the provided effects to the player
        /// </summary>
        /// <param name="effects">The effects to apply to the player</param>
        public void ApplyStatusEffects(PlayerStatusEffects effects)
        {
            if (effects.HasFlag(PlayerStatusEffects.WINDFURY))
            {
                // If we're applying windfury, we need to unexhaust the player if it has
                // only attacked once so far this turn
                if (this.attacksThisTurn < 2)
                {
                    this.RemoveStatusEffects(PlayerStatusEffects.EXHAUSTED);
                }
            }

            this.StatusEffects |= effects;
        }
示例#3
0
    void Awake()
    {
        charControl = GetComponent <CharacterController>();

        m_playerStatusEffects                = GetComponent <PlayerStatusEffects>();
        m_playerStatusEffects.m_onStunned   += onStunned;
        m_playerStatusEffects.m_onUnStunned += onUnStunned;
        m_flyingSandParticles                = transform.Find("FlyingSand").GetComponent <ParticleSystem>();
        m_animator    = transform.Find("Model").GetComponent <Animator>();
        m_groundLayer = 1 << LayerMask.NameToLayer("Terrain");
        m_stepAudio   = GetComponent <AudioSource>();

        m_onBoat = false;
    }
示例#4
0
 /// <summary>
 /// Removes the provided effects from the player
 /// </summary>
 /// <param name="effects">The effects to remove</param>
 public void RemoveStatusEffects(PlayerStatusEffects effects)
 {
     this.StatusEffects = this.StatusEffects & ~effects;
 }