示例#1
0
    public void changeType(WeaponController.EnergyTypes newEng)
    {
        energyType = newEng;

        TrailRenderer  trailRenderer  = GetComponent <TrailRenderer>();
        SpriteRenderer spriteRenderer = GetComponent <SpriteRenderer>();

        switch (energyType)
        {
        case WeaponController.EnergyTypes.Fire:
            trailRenderer.material.color = new Color(.85f, .185f, .194f);
            spriteRenderer.color         = new Color(.85f, .185f, .194f);
            break;

        case WeaponController.EnergyTypes.Electric:
            trailRenderer.material.color = new Color(1f, 0.84f, 0.07f);
            spriteRenderer.color         = new Color(1f, 0.84f, 0.07f);
            break;

        case WeaponController.EnergyTypes.Freeze:
            trailRenderer.material.color = new Color(0f, 0.8f, 1f);
            spriteRenderer.color         = new Color(0f, 0.8f, 1f);
            break;

        case WeaponController.EnergyTypes.Kinetic:
            trailRenderer.material.color = new Color(0.39f, 1f, 0.51f);
            spriteRenderer.color         = new Color(0.39f, 1f, 0.51f);
            break;

        default:
            break;
        }
    }
示例#2
0
    public void TakeDamage(int initalDamage, WeaponController.EnergyTypes type)
    {
        if (weakness == type)
        {
            health -= initalDamage * weaknessMultiplier;
        }
        else
        {
            health -= initalDamage;
        }

        switch (type)
        {
        case WeaponController.EnergyTypes.Electric:
            electricEffectEm.enabled = true;
            DamangeElectric();
            break;

        case WeaponController.EnergyTypes.Fire:
            firePerTick = (int)(initalDamage * fireMultiplier);
            InvokeRepeating("FireTick", 1f, 1f);
            fireEffectEm.enabled = true;
            StartCoroutine(DamangeFire());
            break;

        case WeaponController.EnergyTypes.Freeze:
            print("Freeze sucker");
            freezeEffectEm.enabled = true;
            StartCoroutine(DamangeFreeze());
            break;

        case WeaponController.EnergyTypes.Kinetic:
            DamangeKinetic(initalDamage);
            break;

        case WeaponController.EnergyTypes.Explosion:
            // Explosion effect?
            break;
        }
    }