public void Awake()
 {
     _myCharacter               = GetComponentInParent <BaseWorldCharacter>();
     _activeAbility             = GetComponentInChildren <ActiveAbility>();
     _equipped                  = false;
     _activeAbility._activeCost = _activeAbilityCost;
 }
Beispiel #2
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 public void AttackDetectionCharacter(BaseWorldCharacter character)
 {
     if (_attackDetectionCharacter == null || character == null)
     {
         _attackDetectionCharacter = character;
         _action = CharacterAction.Attack;
     }
 }
Beispiel #3
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    void OnTriggerEnter(Collider collider)
    {
        _collisionEntered = true;
        _collider.enabled = false;
        BaseWorldCharacter attackedCharacter = collider.gameObject.GetComponent <BaseWorldCharacter>();

        if (attackedCharacter != null)
        {
            MyCharacter.GiveDamage(CalculateDamage(), attackedCharacter);
        }
    }
Beispiel #4
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    //public virtual bool IsAttacking()
    //{
    //    //value of 1 is end of anim
    //    //value of 0.5 is end of anim
    //    AnimatorStateInfo animStateInfo = _animator.GetCurrentAnimatorStateInfo(Consts.ANIMATION_ATTACK_LAYER);
    //    if (animStateInfo.IsName("Attack"))
    //    {
    //        return (animStateInfo.normalizedTime < 1.0f || animStateInfo.loop) && _attackFrame;
    //    }
    //    //Added AttackLoopBuffer in Animator to allow return false during loop
    //    return false;
    //}

    public override bool GiveDamage(float damage, BaseWorldCharacter attackedCharacter)
    {
        if (attackedCharacter != null)
        {
            if (attackedCharacter.TakeDamage(damage))
            {
                return(true);
            }
        }
        return(false);
    }
 public bool GiveDamage(float damage, BaseWorldCharacter attackedCharacter)
 {
     if (attackedCharacter != null)
     {
         if (attackedCharacter.TakeDamage(damage))
         {
             IncreaseCombatPoints();
             return(true);
         }
     }
     return(true);
 }
Beispiel #6
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    public void FollowDetectionCharacter(BaseWorldCharacter character)
    {
        if (_followDetectionCharacter == null || character == null)
        {
            _followDetectionCharacter = character;
            _action = CharacterAction.Follow;

            if (character == null)
            {
                _animator.SetTrigger(_animatorUnarmedParameter);
                _weaponArmed = false;
            }
            else
            {
                _animator.SetTrigger(_animatorArmedParameter);
                _weaponArmed = true;
            }
        }
    }
 public override bool GiveDamage(float damage, BaseWorldCharacter attackedCharacter)
 {
     return(_playerCombat.GiveDamage(damage, attackedCharacter));
 }
 public AttackCommand(BaseWorldCharacter targetCharacter)
 {
     _commandType     = CommandType.Attack;
     _targetCharacter = targetCharacter;
 }
 public void SetTargetCharacter(BaseWorldCharacter character)
 {
     _followDetectionCharacter = character;
 }
 //public abstract bool IsAttacking();
 public abstract bool GiveDamage(float damage, BaseWorldCharacter attackedCharacter);
 void Awake()
 {
     _myCharacter = GetComponentInParent <BaseWorldCharacter>();
 }
 public void SetCharacter(BaseWorldCharacter character)
 {
     _myCharacter = character;
 }
Beispiel #13
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 public void GiveDamage(BaseWorldCharacter attackedCharacter)
 {
     MyCharacter.GiveDamage(10.0f, attackedCharacter);
 }
Beispiel #14
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 public void InitializeRole()
 {
     _myCharacter = GetComponentInParent <BaseWorldCharacter>();
 }