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Tower of Saviors HP processing

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Dec 18th, 2013
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C# 7.71 KB | None | 0 0
  1. public void ApplyEffectToPlayer(float magnitude, bool forceHeal = false)
  2. {
  3.     if (PlayerData.mCurrentHP > 0f)
  4.     {
  5.         bool flag = false;
  6.         SkillInstance.AlterPlayerHPEvent(ref magnitude, forceHeal);
  7.         if (magnitude >= 0f)
  8.         {
  9.             if (magnitude < RestoreGameplay.minRecoverHP)
  10.             {
  11.                 RestoreGameplay.minRecoverHP = magnitude;
  12.             }
  13.             if (magnitude > RestoreGameplay.maxRecoverHP)
  14.             {
  15.                 RestoreGameplay.maxRecoverHP = magnitude;
  16.             }
  17.             RestoreGameplay.totalRecoverHP += magnitude;
  18.             if ((PlayerData.mCurrentHP < PlayerData.mMaxHP) && (magnitude > 0f))
  19.             {
  20.                 this.recoverDisplayTime++;
  21.                 this.HpERcoverEffectPlay();
  22.                 AudioController.sfx.Play(Sound1.instance.hpRecover);
  23.             }
  24.         }
  25.         else if (magnitude < 0f)
  26.         {
  27.             if (((currentBattleZoneIndex == totalBattleZone) && (PlayerData.mCurrentHP > (PlayerData.mMaxHP * 0.5f))) && ((PlayerData.mCurrentHP + magnitude) < (PlayerData.mMaxHP * 0.1f)))
  28.             {
  29.                 LabyrinthCamera.parent.get_animation().Play();
  30.             }
  31.             int num = (int) -magnitude;
  32.             RestoreGameplay.totalDamageTaken += num;
  33.             if (num > RestoreGameplay.maxDamageTaken)
  34.             {
  35.                 RestoreGameplay.maxDamageTaken = num;
  36.             }
  37.             if (num < RestoreGameplay.minDamageTaken)
  38.             {
  39.                 RestoreGameplay.minDamageTaken = num;
  40.             }
  41.             if (num > RestoreGameplay.maxDamageTakenPerWave[RestoreGameplay.currentWaveIndex1])
  42.             {
  43.                 RestoreGameplay.maxDamageTakenPerWave[RestoreGameplay.currentWaveIndex1] = num;
  44.             }
  45.             AudioController.sfx.Play(Sound1.instance.skill_retribute);
  46.         }
  47.         PlayerData.mCurrentHP += magnitude;
  48.         if (PlayerData.mCurrentHP > PlayerData.mMaxHP)
  49.         {
  50.             PlayerData.mCurrentHP = PlayerData.mMaxHP;
  51.         }
  52.         if (PlayerData.mCurrentHP <= 0f)
  53.         {
  54.             if (flag)
  55.             {
  56.                 PlayerData.mCurrentHP = 1f;
  57.             }
  58.             else
  59.             {
  60.                 PlayerData.mCurrentHP = 0f;
  61.                 CoroutineControl.instance.StartCoroutine(this.GameOver());
  62.                 base.set_enabled(false);
  63.             }
  64.         }
  65.         else if (PlayerData.mCurrentHP <= 1f)
  66.         {
  67.             PlayerData.mCurrentHP = 1f;
  68.         }
  69.         if (PlayerData.mCurrentHP < RestoreGameplay.minHP)
  70.         {
  71.             RestoreGameplay.minHP = PlayerData.mCurrentHP;
  72.         }
  73.         if (PlayerData.mCurrentHP < RestoreGameplay.minPlayerHPPerWave[RestoreGameplay.currentWaveIndex1])
  74.         {
  75.             RestoreGameplay.minPlayerHPPerWave[RestoreGameplay.currentWaveIndex1] = PlayerData.mCurrentHP;
  76.         }
  77.         if (PlayerData.mCurrentHP > 0f)
  78.         {
  79.             newHPBar.ChangeTo(((PlayerData.mCurrentHP / PlayerData.mMaxHP) >= 0.01f) ? (PlayerData.mCurrentHP / PlayerData.mMaxHP) : 0.01f, 0.4f);
  80.         }
  81.         else
  82.         {
  83.             newHPBar.ChangeTo(0f, 0.4f);
  84.         }
  85.         if (playerHP_JText != null)
  86.         {
  87.             playerHP_JText.text = ((int) PlayerData.mCurrentHP) + "/" + ((int) PlayerData.mMaxHP);
  88.         }
  89.         if (PlayerData.mCurrentHP > (PlayerData.mMaxHP * 0.2f))
  90.         {
  91.             playerHP_JText_Ani.endBehaviour();
  92.             playerHP_JText.myR.get_material().set_color(new Color(1f, 1f, 1f, 1f));
  93.         }
  94.         else
  95.         {
  96.             Color[] colors = new Color[] { new Color(1f, 1f, 1f, 1f), new Color(1f, 0.3f, 0.3f, 1f), new Color(1f, 1f, 1f, 1f) };
  97.             playerHP_JText_Ani.init(colors, 0.5f, CurveMode.linear, -1f, AniEndAction.disableScript, null, 0);
  98.         }
  99.         CalculateDisplayKiller();
  100.     }
  101. }
  102.  
  103.  
  104.  
  105.  
  106.   public void ApplyEffectToPlayer(float magnitude, bool forceHeal = false)
  107. {
  108.     if (PlayerData.mCurrentHP > 0f)
  109.     {
  110.         bool flag = false;
  111.         SkillInstance.AlterPlayerHPEvent(ref magnitude, forceHeal);
  112.         if (magnitude >= 0f)
  113.         {
  114.             if (magnitude < RestoreGameplay.minRecoverHP)
  115.             {
  116.                 RestoreGameplay.minRecoverHP = magnitude;
  117.             }
  118.             if (magnitude > RestoreGameplay.maxRecoverHP)
  119.             {
  120.                 RestoreGameplay.maxRecoverHP = magnitude;
  121.             }
  122.             RestoreGameplay.totalRecoverHP += magnitude;
  123.             if ((PlayerData.mCurrentHP < PlayerData.mMaxHP) && (magnitude > 0f))
  124.             {
  125.                 this.recoverDisplayTime++;
  126.                 this.HpERcoverEffectPlay();
  127.                 AudioController.sfx.Play(Sound1.instance.hpRecover);
  128.             }
  129.         }
  130.         else if (magnitude < 0f)
  131.         {
  132.             if (((currentBattleZoneIndex == totalBattleZone) && (PlayerData.mCurrentHP > (PlayerData.mMaxHP * 0.5f))) && ((PlayerData.mCurrentHP + magnitude) < (PlayerData.mMaxHP * 0.1f)))
  133.             {
  134.                 LabyrinthCamera.parent.get_animation().Play();
  135.             }
  136.             int num = (int) -magnitude;
  137.             RestoreGameplay.totalDamageTaken += num;
  138.             if (num > RestoreGameplay.maxDamageTaken)
  139.             {
  140.                 RestoreGameplay.maxDamageTaken = num;
  141.             }
  142.             if (num < RestoreGameplay.minDamageTaken)
  143.             {
  144.                 RestoreGameplay.minDamageTaken = num;
  145.             }
  146.             if (num > RestoreGameplay.maxDamageTakenPerWave[RestoreGameplay.currentWaveIndex1])
  147.             {
  148.                 RestoreGameplay.maxDamageTakenPerWave[RestoreGameplay.currentWaveIndex1] = num;
  149.             }
  150.             AudioController.sfx.Play(Sound1.instance.skill_retribute);
  151.         }
  152.         PlayerData.mCurrentHP += magnitude;
  153.         if (PlayerData.mCurrentHP > PlayerData.mMaxHP)
  154.         {
  155.             PlayerData.mCurrentHP = PlayerData.mMaxHP;
  156.         }
  157.         if (PlayerData.mCurrentHP <= 0f)
  158.         {
  159.             if (flag)
  160.             {
  161.                 PlayerData.mCurrentHP = 1f;
  162.             }
  163.             else
  164.             {
  165.                 PlayerData.mCurrentHP = 0f;
  166.                 CoroutineControl.instance.StartCoroutine(this.GameOver());
  167.                 base.set_enabled(false);
  168.             }
  169.         }
  170.         else if (PlayerData.mCurrentHP <= 1f)
  171.         {
  172.             PlayerData.mCurrentHP = 1f;
  173.         }
  174.         if (PlayerData.mCurrentHP < RestoreGameplay.minHP)
  175.         {
  176.             RestoreGameplay.minHP = PlayerData.mCurrentHP;
  177.         }
  178.         if (PlayerData.mCurrentHP < RestoreGameplay.minPlayerHPPerWave[RestoreGameplay.currentWaveIndex1])
  179.         {
  180.             RestoreGameplay.minPlayerHPPerWave[RestoreGameplay.currentWaveIndex1] = PlayerData.mCurrentHP;
  181.         }
  182.         if (PlayerData.mCurrentHP > 0f)
  183.         {
  184.             newHPBar.ChangeTo(((PlayerData.mCurrentHP / PlayerData.mMaxHP) >= 0.01f) ? (PlayerData.mCurrentHP / PlayerData.mMaxHP) : 0.01f, 0.4f);
  185.         }
  186.         else
  187.         {
  188.             newHPBar.ChangeTo(0f, 0.4f);
  189.         }
  190.         if (playerHP_JText != null)
  191.         {
  192.             playerHP_JText.text = ((int) PlayerData.mCurrentHP) + "/" + ((int) PlayerData.mMaxHP);
  193.         }
  194.         if (PlayerData.mCurrentHP > (PlayerData.mMaxHP * 0.2f))
  195.         {
  196.             playerHP_JText_Ani.endBehaviour();
  197.             playerHP_JText.myR.get_material().set_color(new Color(1f, 1f, 1f, 1f));
  198.         }
  199.         else
  200.         {
  201.             Color[] colors = new Color[] { new Color(1f, 1f, 1f, 1f), new Color(1f, 0.3f, 0.3f, 1f), new Color(1f, 1f, 1f, 1f) };
  202.             playerHP_JText_Ani.init(colors, 0.5f, CurveMode.linear, -1f, AniEndAction.disableScript, null, 0);
  203.         }
  204.         CalculateDisplayKiller();
  205.     }
  206. }
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