public override int GetHashCode() { var hashCode = 745842380; hashCode = hashCode * -1521134295 + Id.GetHashCode(); hashCode = hashCode * -1521134295 + Slot.GetHashCode(); hashCode = hashCode * -1521134295 + EqualityComparer <string> .Default.GetHashCode(Title); hashCode = hashCode * -1521134295 + Value.GetHashCode(); hashCode = hashCode * -1521134295 + EqualityComparer <string> .Default.GetHashCode(Type); hashCode = hashCode * -1521134295 + Power.GetHashCode(); hashCode = hashCode * -1521134295 + Defense.GetHashCode(); hashCode = hashCode * -1521134295 + Vitality.GetHashCode(); hashCode = hashCode * -1521134295 + EqualityComparer <string> .Default.GetHashCode(Description); hashCode = hashCode * -1521134295 + Stackable.GetHashCode(); hashCode = hashCode * -1521134295 + Rarity.GetHashCode(); hashCode = hashCode * -1521134295 + Durability.GetHashCode(); hashCode = hashCode * -1521134295 + DurabilityCount.GetHashCode(); hashCode = hashCode * -1521134295 + EqualityComparer <string> .Default.GetHashCode(Slug); hashCode = hashCode * -1521134295 + EqualityComparer <Sprite> .Default.GetHashCode(Sprite); return(hashCode); }
public override void OnHealthChange(Vitality vitality) { if (vitality.CurrentHealth <= 0) { Context.StateMachine.SetState <DeadTankEternalPlayerPawnState>(); } }
void OnTriggerEnter2D(Collider2D other) { // If the player enters the trigger zone... if (other.CompareTag("Player")) { // Get a reference to the player health script. Vitality playerHealth = other.GetComponent <Vitality>(); // Increasse the player's health by the health bonus but clamp it at 100. playerHealth.health += healthBonus; playerHealth.health = Mathf.Clamp(playerHealth.health, 0f, 100f); // Update the health bar. playerHealth.UpdateHealthBar(); // Trigger a new delivery. pickupSpawner.StartCoroutine(pickupSpawner.DeliverPickup()); // Play the collection sound. AudioSource.PlayClipAtPoint(collect, transform.position); // Destroy the crate. Destroy(transform.root.gameObject); } }
public Resources(int vital) { this.supplies = new List <Supplies>(); this.vital = new Vitality(vital); this.education = new List <Education>(); this.ability = new List <Ability>(); }
public override void DefaultInitialize() { Vitality = Add(new VitalityFocus()); Tenacity = Add(new TenacityFocus()); Mobility = Add(new MobilityFocus()); Utility = Add(new UtilityFocus()); Ferocity = Add(new FerocityFocus()); Capacity = Add(new CapacityFocus()); Vitality.RegisterEnemies(new Focus[] { Mobility, Ferocity }); Vitality.RegisterNemeses(Utility); Tenacity.RegisterEnemies(new Focus[] { Utility, Capacity }); Tenacity.RegisterNemeses(Ferocity); Mobility.RegisterEnemies(new Focus[] { Ferocity, Vitality }); Mobility.RegisterNemeses(Capacity); Utility.RegisterEnemies(new Focus[] { Capacity, Tenacity }); Utility.RegisterNemeses(Vitality); Ferocity.RegisterEnemies(new Focus[] { Vitality, Mobility }); Ferocity.RegisterNemeses(Tenacity); Capacity.RegisterEnemies(new Focus[] { Tenacity, Utility }); Capacity.RegisterNemeses(Mobility); ForAllItems(f => f.ManagerEndInitialization()); base.DefaultInitialize(); }
private void CreateBasicStats() { strenght = new Strenght(statisticsLevelUpdate.StrenghtMultiplier); vitality = new Vitality(statisticsLevelUpdate.VitalityMultiplier); intelligence = new Intelligence(statisticsLevelUpdate.IntelligenceMultiplier); dexterity = new Dexterity(statisticsLevelUpdate.DexterityMultiplier); }
void Start() { vitality = GameObject.FindWithTag("Player").GetComponent <Vitality>(); if (breathSounds.Length > 0) { frame = breathStartPercent / breathSounds.Length; } }
void Start() { maze = GameObject.FindWithTag("Main").GetComponent <MazeGenerator>(); soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>(); vitality = null; }
private void OnDestroy() { Vitality dispatcher = GetDispatcher(); if (dispatcher) { dispatcher.destroyed.RemoveListener(OnPlayerDestroyed); } }
public void UpdateStatsBasedOnLevel(float level, StatisticsLevelUpdater statisticsLevelUpdate) { Strenght.UpdateBaseValue(level, statisticsLevelUpdate.StrenghtMultiplier); Vitality.UpdateBaseValue(level, statisticsLevelUpdate.VitalityMultiplier); Intelligence.UpdateBaseValue(level, statisticsLevelUpdate.IntelligenceMultiplier); Dexterity.UpdateBaseValue(level, statisticsLevelUpdate.DexterityMultiplier); UpdateCurrentStatsBasedOnBaseStats(); basicStatsUIView.UpdateBasicStatsUI(this); }
public Group(int count, Specialization specialization) { Count = count; Rank = Rank.Ordinary; Specialization = specialization; Qualification = Qualification.low; Experience = Qualification.low; Vitality = Vitality.healthy; }
// death fx public override void Init() { StateMachine.Init(); // Vitality Vitality = new Vitality(); Vitality.OnHealthChange = StateMachine.OnHealthChange; }
public Group(int count, Rank rank, Specialization specialization, Qualification qualification, Qualification experience, Vitality vitality) { OriginalCount = count; Count = count; Rank = rank; Specialization = specialization; Qualification = qualification; Experience = experience; Vitality = vitality; }
public ItemBonuses Clone() => new ItemBonuses { Power = Power.Clone(), Vitality = Vitality.Clone(), Accuracy = Accuracy.Clone(), Evasion = Evasion.Clone(), CritChance = CritChance.Clone(), CritDamage = CritDamage.Clone(), HealthPerHit = HealthPerHit.Clone() };
void Start() { vitality = GetComponent <Vitality>(); mentality = GetComponent <Mentality>(); skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>(); skillMenu.unlockSkill(1); skillMenu.setSkillMessage(1, "Roar"); soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>(); }
private void OnCollisionEnter2D(Collision2D collision) { //Hit effect Vitality other = collision.collider.gameObject.GetComponent <Vitality>(); if (other != null) { other.TakeDamage(damage); } Destroy(gameObject); }
private void SetupGame() { SceneManager.sceneLoaded -= OnSceneLoaded; startButton.onClick.AddListener(ClickedStartButton); Vitality dispatcher = GetDispatcher(); if (dispatcher) { dispatcher.destroyed.AddListener(OnPlayerDestroyed); } Time.timeScale = 0; }
//private SoundEffectManager soundEffectManager; void Start() { vitality = GetComponent <Vitality>(); isInvisible = false; skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>(); skillMenu.unlockSkill(2); skillMenu.setSkillMessage(2, "Invisible"); //soundEffectManager = GameObject.FindWithTag("Main").GetComponent<SoundEffectManager>(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); jumpsLeft = possibleJumps; crafting = GetComponent <Crafting>(); inv = GetComponent <Inventory>(); vit = GetComponent <Vitality>(); triggerTouch = GetComponent <TriggerTouch>(); playerSwitch = GameObject.FindGameObjectWithTag(playerSwitchScriptTag).GetComponent <PlayerSwitch>(); levelManager = GameObject.FindGameObjectWithTag("LevelManager").GetComponent <LevelManager>(); }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { soundEffectManager.playVitalityPotionSound(); if (!vitality) { vitality = other.GetComponent <Vitality>(); } vitality.gain(vitalityGain); Vector3 randomEventPosition = maze.getNewEventPosition(transform.position); transform.position = randomEventPosition; } }
void Start() { vitality = GetComponent <Vitality>(); maze = GameObject.FindWithTag("Main").GetComponent <MazeGenerator>(); player = GameObject.FindWithTag("Player"); R = maze.MAZE_R; C = maze.MAZE_C; skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>(); skillMenu.unlockSkill(3); skillMenu.setSkillMessage(3, "Eye"); soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>(); }
void Start() { characterMotor = GetComponent <CharacterMotor>(); vitality = GetComponent <Vitality>(); footstep = GetComponentInChildren <Footstep>(); skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>(); skillMenu.unlockSkill(0); skillMenu.setSkillMessage(0, "Sprint"); soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>(); sprintForwardSpeed = originalForwardSpeed * timesOfSpeed; sprintSidewaysSpeed = originalSidewaysSpeed * timesOfSpeed; sprintBackwardsSpeed = originalBackwardsSpeed * timesOfSpeed; }
public string[] BattleInfo() { var battleInfo = new[] { "============".PadRight(10), " " + Name.PadRight(10), " " + Class.PadRight(10), " HP: " + HealthPoints.ToString() + "/" + Vitality.ToString().PadRight(4), " LVL: " + Level.ToString().PadRight(5), " EXP: " + Math.Round(Experience, 2) + "/" + MaxExp(Level).ToString().PadRight(3), " ATK: " + String.Format("{0:.#}", AttackPower).PadRight(5), " DEF: " + String.Format("{0:.#}", DefencePower).PadRight(5), "============".PadRight(10) }; return(battleInfo); }
private void OnHitVictim(GameObject victim) { Vitality v = FindVitalityOnVictim(victim); if (v) { if (v.IsReadyToTakeDamage()) { v.TakeDamage(gameObject, damageAmount); if (isKamikaze) { ourVitality.TakeLethalDamage(victim); } } } }
Vitality FindVitalityOnVictim(GameObject victim) { if (victim == gameObject || IsIgnored(victim)) { // No self-damage or ignored damage. return(null); } Vitality v = victim.gameObject.GetComponent <Vitality>(); if (v == ourVitality) { // No self-damage to parent hierarchy. return(null); } return(v); }
public void Update() { potentialPosition += new Vector3(slideDir.x, 0, slideDir.z) * Time.deltaTime * Mathf.Abs(_acceleration + 0.5f) * 10; float poetentialDistance = Vector3.Distance(start, potentialPosition); float currentDistance = Vector3.Distance(start, transform.position); characterController.Move(new Vector3(slideDir.x, 0, slideDir.z) * Time.deltaTime * Mathf.Abs(_acceleration + 0.5f) * 10); _acceleration = 1 - currentDistance / slideDistance; if (currentDistance >= slideDistance || poetentialDistance >= slideDistance) { Vitality v = GetComponent <Vitality>(); if (v) { v.TakeHit(); } GetComponent <MonoStateMachine>().DoTransition(this, ctrl); } }
// Use this for initialization private void Start() { if (!hasAuthority) { enabled = false; return; } var cam = Camera.main; cam.transform.parent = transform; cam.transform.localPosition = new Vector3(0, 5, -20); cam.transform.localRotation = Quaternion.identity; if (primaryWeapons == null) { Debug.Log($"{name} does not have any primary weapons! Good luck I guess"); } vitality = GetComponent <Vitality>(); healthSlider = GameObject.Find("HealthSlider").GetComponent <Slider>(); }
void Start() { //for spawns: sm = GameObject.FindObjectsOfType <SpawnM>(); mouserb = GetComponent <Rigidbody>(); Cursor.lockState = CursorLockMode.Locked; //cursor is gone from screen LevelUp(); // Starts at the first level animator = GetComponent <Animator>(); /* Initialises list of Learned Skills for the Cat */ learnedSkills = new List <int>(); /* Finds and initialises the Vitality System component */ GameObject mouseVitalityGameObject = GameObject.Find("Vitality"); mouseVitality = mouseVitalityGameObject.GetComponent <Vitality>(); /* Finds and initialises the Skill System component */ GameObject mouseSkillGameObject = GameObject.Find("Skill"); mouseSkill = mouseSkillGameObject.GetComponent <Skill>(); GameObject interactiveText = GameObject.Find("Text"); interactText = interactiveText.GetComponent <Text>(); interactText.text = ""; miniMenu = GameObject.Find("MiniMenu"); // need to disable the minimenu to begin with miniMenu.SetActive(false); Alert = GameObject.Find("Alert"); Alert.SetActive(false); ObjectiveMsg = GameObject.Find("Objective").GetComponent <Text>(); StartCoroutine(ObjectiveMessage()); soundPlayer = GetComponent <AudioSource>(); }
void Awake() { health = new Vitality(maxHealthAmount); hackPower = new Vitality(maxHackPower); }
public CharacterCharacteristicsInformations GetCharacterCharacteristics(Character character) { ulong expFloor = ExperienceRecord.GetExperienceForLevel(character.Level).Player; ulong expNextFloor = ExperienceRecord.GetExperienceForNextLevel(character.Level).Player; CharacterCharacteristicsInformations informations = new CharacterCharacteristicsInformations() { actionPoints = ActionPoints.GetBaseCharacteristic(), actionPointsCurrent = ActionPoints.TotalInContext(), additionnalPoints = 0, agility = Agility.GetBaseCharacteristic(), airDamageBonus = AirDamageBonus.GetBaseCharacteristic(), airElementReduction = AirReduction.GetBaseCharacteristic(), airElementResistPercent = AirResistPercent.GetBaseCharacteristic(), alignmentInfos = character.Record.Alignment.GetActorExtendedAlignement(), allDamagesBonus = AllDamagesBonus.GetBaseCharacteristic(), chance = Chance.GetBaseCharacteristic(), criticalDamageBonus = CriticalDamageBonus.GetBaseCharacteristic(), criticalDamageReduction = CriticalDamageReduction.GetBaseCharacteristic(), criticalHit = CriticalHit.GetBaseCharacteristic(), criticalHitWeapon = CriticalHitWeapon, criticalMiss = Characteristic.Zero().GetBaseCharacteristic(), damagesBonusPercent = DamagesBonusPercent.GetBaseCharacteristic(), dodgePALostProbability = DodgePAProbability.GetBaseCharacteristic(), dodgePMLostProbability = DodgePMProbability.GetBaseCharacteristic(), earthDamageBonus = EarthDamageBonus.GetBaseCharacteristic(), earthElementReduction = EarthReduction.GetBaseCharacteristic(), earthElementResistPercent = EarthResistPercent.GetBaseCharacteristic(), pvpEarthElementReduction = PvPEarthReduction.GetBaseCharacteristic(), pvpEarthElementResistPercent = PvPEarthResistPercent.GetBaseCharacteristic(), fireDamageBonus = FireDamageBonus.GetBaseCharacteristic(), fireElementReduction = FireReduction.GetBaseCharacteristic(), fireElementResistPercent = FireResistPercent.GetBaseCharacteristic(), pvpFireElementReduction = PvPFireReduction.GetBaseCharacteristic(), pvpFireElementResistPercent = PvPFireResistPercent.GetBaseCharacteristic(), glyphBonusPercent = GlyphBonusPercent.GetBaseCharacteristic(), healBonus = HealBonus.GetBaseCharacteristic(), initiative = new CharacterBaseCharacteristic((short)FormulasProvider.Instance.BaseInitiative(this), 0, Initiative.Total(), 0, 0), intelligence = Intelligence.GetBaseCharacteristic(), kamas = character.Record.Kamas, lifePoints = (uint)LifePoints, maxEnergyPoints = MaxEnergyPoints, maxLifePoints = (uint)MaxLifePoints, movementPoints = MovementPoints.GetBaseCharacteristic(), movementPointsCurrent = MovementPoints.TotalInContext(), PMAttack = PMAttack.GetBaseCharacteristic(), PAAttack = PAAttack.GetBaseCharacteristic(), pvpAirElementReduction = PvPAirReduction.GetBaseCharacteristic(), pvpAirElementResistPercent = PvPAirResistPercent.GetBaseCharacteristic(), pvpNeutralElementReduction = PvPNeutralReduction.GetBaseCharacteristic(), pvpNeutralElementResistPercent = PvPNeutralResistPercent.GetBaseCharacteristic(), pvpWaterElementReduction = PvPWaterReduction.GetBaseCharacteristic(), pvpWaterElementResistPercent = PvPWaterResistPercent.GetBaseCharacteristic(), energyPoints = Energy, experience = character.Experience, experienceLevelFloor = expFloor, experienceNextLevelFloor = expNextFloor, neutralDamageBonus = NeutralDamageBonus.GetBaseCharacteristic(), neutralElementReduction = NeutralReduction.GetBaseCharacteristic(), neutralElementResistPercent = NeutralResistPercent.GetBaseCharacteristic(), tackleEvade = TackleEvade.GetBaseCharacteristic(), tackleBlock = TackleBlock.GetBaseCharacteristic(), range = Range.GetBaseCharacteristic(), waterElementReduction = WaterReduction.GetBaseCharacteristic(), waterDamageBonus = WaterDamageBonus.GetBaseCharacteristic(), waterElementResistPercent = WaterResistPercent.GetBaseCharacteristic(), reflect = Reflect.GetBaseCharacteristic(), permanentDamagePercent = PermanentDamagePercent.GetBaseCharacteristic(), prospecting = Prospecting.GetBaseCharacteristic(), pushDamageBonus = PushDamageBonus.GetBaseCharacteristic(), pushDamageReduction = PushDamageReduction.GetBaseCharacteristic(), runeBonusPercent = RuneBonusPercent.GetBaseCharacteristic(), spellModifications = new CharacterSpellModification[0], spellsPoints = character.Record.SpellPoints, statsPoints = character.Record.StatsPoints, vitality = Vitality.GetBaseCharacteristic(), strength = Strength.GetBaseCharacteristic(), summonableCreaturesBoost = SummonableCreaturesBoost.GetBaseCharacteristic(), trapBonus = TrapBonus.GetBaseCharacteristic(), trapBonusPercent = TrapBonusPercent.GetBaseCharacteristic(), weaponDamagesBonusPercent = WeaponDamagesBonusPercent.GetBaseCharacteristic(), wisdom = Wisdom.GetBaseCharacteristic(), probationTime = 0, }; return(informations); }
public override void Serialize(IDataWriter writer) { writer.WriteVarUhLong(Experience); writer.WriteVarUhLong(ExperienceLevelFloor); writer.WriteVarUhLong(ExperienceNextLevelFloor); writer.WriteVarUhLong(ExperienceBonusLimit); writer.WriteVarUhLong(Kamas); writer.WriteVarUhShort(StatsPoints); writer.WriteVarUhShort(AdditionnalPoints); writer.WriteVarUhShort(SpellsPoints); AlignmentInfos.Serialize(writer); writer.WriteVarUhInt(LifePoints); writer.WriteVarUhInt(MaxLifePoints); writer.WriteVarUhShort(EnergyPoints); writer.WriteVarUhShort(MaxEnergyPoints); writer.WriteVarShort(ActionPointsCurrent); writer.WriteVarShort(MovementPointsCurrent); Initiative.Serialize(writer); Prospecting.Serialize(writer); ActionPoints.Serialize(writer); MovementPoints.Serialize(writer); Strength.Serialize(writer); Vitality.Serialize(writer); Wisdom.Serialize(writer); Chance.Serialize(writer); Agility.Serialize(writer); Intelligence.Serialize(writer); Range.Serialize(writer); SummonableCreaturesBoost.Serialize(writer); Reflect.Serialize(writer); CriticalHit.Serialize(writer); writer.WriteVarUhShort(CriticalHitWeapon); CriticalMiss.Serialize(writer); HealBonus.Serialize(writer); AllDamagesBonus.Serialize(writer); WeaponDamagesBonusPercent.Serialize(writer); DamagesBonusPercent.Serialize(writer); TrapBonus.Serialize(writer); TrapBonusPercent.Serialize(writer); GlyphBonusPercent.Serialize(writer); RuneBonusPercent.Serialize(writer); PermanentDamagePercent.Serialize(writer); TackleBlock.Serialize(writer); TackleEvade.Serialize(writer); PAAttack.Serialize(writer); PMAttack.Serialize(writer); PushDamageBonus.Serialize(writer); CriticalDamageBonus.Serialize(writer); NeutralDamageBonus.Serialize(writer); EarthDamageBonus.Serialize(writer); WaterDamageBonus.Serialize(writer); AirDamageBonus.Serialize(writer); FireDamageBonus.Serialize(writer); DodgePALostProbability.Serialize(writer); DodgePMLostProbability.Serialize(writer); NeutralElementResistPercent.Serialize(writer); EarthElementResistPercent.Serialize(writer); WaterElementResistPercent.Serialize(writer); AirElementResistPercent.Serialize(writer); FireElementResistPercent.Serialize(writer); NeutralElementReduction.Serialize(writer); EarthElementReduction.Serialize(writer); WaterElementReduction.Serialize(writer); AirElementReduction.Serialize(writer); FireElementReduction.Serialize(writer); PushDamageReduction.Serialize(writer); CriticalDamageReduction.Serialize(writer); PvpNeutralElementResistPercent.Serialize(writer); PvpEarthElementResistPercent.Serialize(writer); PvpWaterElementResistPercent.Serialize(writer); PvpAirElementResistPercent.Serialize(writer); PvpFireElementResistPercent.Serialize(writer); PvpNeutralElementReduction.Serialize(writer); PvpEarthElementReduction.Serialize(writer); PvpWaterElementReduction.Serialize(writer); PvpAirElementReduction.Serialize(writer); PvpFireElementReduction.Serialize(writer); MeleeDamageDonePercent.Serialize(writer); MeleeDamageReceivedPercent.Serialize(writer); RangedDamageDonePercent.Serialize(writer); RangedDamageReceivedPercent.Serialize(writer); WeaponDamageDonePercent.Serialize(writer); WeaponDamageReceivedPercent.Serialize(writer); SpellDamageDonePercent.Serialize(writer); SpellDamageReceivedPercent.Serialize(writer); writer.WriteShort((short)SpellModifications.Count); foreach (var x in SpellModifications) { x.Serialize(writer); } writer.WriteInt(ProbationTime); }