示例#1
0
 // Start is called before the first frame update
 public void Start()
 {
     this.Init();
     this.currentHealth = this.GetMaxHealth();
     this.sfxManager    = FindObjectOfType <SFXManager>();
     if (this.uiManager == null)
     {
         this.uiManager = FindObjectOfType <UIManager>();
     }
     if (this.sceneManager == null)
     {
         this.sceneManager = FindObjectOfType <RPGWorldCapstone.SceneManager>();
     }
 }
示例#2
0
    // Update is called once per frame
    public void Update()
    {
        if (this.sceneManager == null)
        {
            this.sceneManager = FindObjectOfType <RPGWorldCapstone.SceneManager>();
        }

        if (this.currentHealth <= 0 && this.gameObject.tag != "Player")
        {
            gameObject.SetActive(false);
        }

        if (this.gameObject.tag == "Player")
        {
            this.TryToLevelUp();
        }

        if (this.flashAfterTakingDamage)
        {
            if (this.flashAfterTakingDamageCounter > this.flashAfterTakingDamageLength * .66f)
            {
                this.spriteRenderer.color = new Color(this.spriteRenderer.color.r, this.spriteRenderer.color.g, this.spriteRenderer.color.b, 0f);
            }
            else if (this.flashAfterTakingDamageCounter > this.flashAfterTakingDamageLength * .33f)
            {
                this.spriteRenderer.color = new Color(this.spriteRenderer.color.r, this.spriteRenderer.color.g, this.spriteRenderer.color.b, 1f);
            }
            else if (this.flashAfterTakingDamageCounter > 0)
            {
                this.spriteRenderer.color = new Color(this.spriteRenderer.color.r, this.spriteRenderer.color.g, this.spriteRenderer.color.b, 0f);
            }
            else
            {
                this.spriteRenderer.color   = new Color(this.spriteRenderer.color.r, this.spriteRenderer.color.g, this.spriteRenderer.color.b, 1f);
                this.flashAfterTakingDamage = false;
            }

            this.flashAfterTakingDamageCounter -= Time.deltaTime;
        }
    }