示例#1
0
        private void initSystem()
        {
            players = PlayerHelper.loadPlayer <List <PlayerInfo> >();

            var sceneManager = new SceneManager();

            gameRoot = sceneManager;

            gameSystem = new GameSystem()
            {
                formMain     = this,
                option       = option,
                gameWording  = wording,
                players      = players,
                sceneManager = sceneManager,
                gameGraphic  = gameGraphic
            };

            gameSystem.init();

            gameSystem.sceneToTitlePlayer();
        }
示例#2
0
        /// <summary>
        /// Безопасное нанесение урона (для молотова, например)
        /// </summary>
        /// <param name="player"></param>
        /// <param name="typeUnit"></param>
        /// <param name="_dmg"></param>
        /// <param name="condition"></param>
        /// <returns></returns>
        public float EnemyDamageSafe(PlayerHelper player, string typeUnit, float _dmg, byte condition)
        {
            _hp -= _dmg;
            _healthBarUnit.CmdDecreaseHealthBar(Hp);
            CmdPlayAudio(condition); // Звук получения урона
            Timing.RunCoroutine(DamageAnimation());
            if (_hp <= 0)
            {
                CmdRMandXPSafe(player.gameObject, typeUnit);

                CmdPlayAudio(4); // Звук смерти
                GetComponent <BoxCollider>().enabled = false;
                _isAlive = false;
                Decreaser();
                NullAttackedObject();
                RpcChangeAnimation(2, false);
                return(Mathf.Abs(_hp));
            }
            else
            {
                return(0);
            }
        }
示例#3
0
 /// <summary>
 /// Кеширование, для безопасного нанесения урона противнику (даже если владелец умрет)
 /// </summary>
 private void SaveCaching()
 {
     playerHelperInstance = instantedPlayer.InstantedPlayerReference;
     typeUnit             = instantedPlayer.PlayerType;
 }