Beispiel #1
0
 //Dash attack
 public override void DoAttack3()
 {
     if (CharacterCooldownVisualizer.GetCooldown(m_playerController.m_playerID, 2) > 0)
     {
         return;
     }
     m_invincibility = .5f;
     state           = Character.eState.ATTACK_DASH;
     m_playerController.m_velocity = transform.right * m_moveSpeed * 2.0f;
     CharacterCooldownVisualizer.SetCooldown(m_playerController.m_playerID, 2, 10.0f);
 }
Beispiel #2
0
    public override void DoAttack2()
    {
        if (CharacterCooldownVisualizer.GetCooldown(m_playerController.m_playerID, 1) > 0)
        {
            return;
        }
        GameObject go = Instantiate(fireball, transform.position + transform.right, transform.rotation);

        go.GetComponent <Fireball>().Initiliaze(transform.right, gameObject);
        CharacterCooldownVisualizer.SetCooldown(m_playerController.m_playerID, 1, 5.0f);
    }
Beispiel #3
0
 public virtual void TakeDamage(float damage)
 {
     if (m_invincibility == 0)
     {
         m_health -= damage;
         CharacterCooldownVisualizer.SetHealthbar(m_playerController.m_playerID, m_health / MaxHealth);
         if (m_health <= 0.0f)
         {
             m_health = 0.0f;
             Alive    = false;
             RoundController.i.RoundOver(m_playerController.m_playerID);
         }
     }
 }
Beispiel #4
0
    //Regular attack
    public override void DoAttack1()
    {
        if (CharacterCooldownVisualizer.GetCooldown(m_playerController.m_playerID, 0) > 0)
        {
            return;
        }
        RaycastHit2D hit;

        hit = Physics2D.Raycast(transform.position, transform.right, 2.0f);
        Debug.DrawLine(transform.position, transform.position + transform.right * 2.0f, Color.red, 2.0f);
        if (hit && hit.transform.CompareTag("Player"))
        {
            hit.transform.GetComponent <Character>().TakeDamage(1.0f);
        }
        CharacterCooldownVisualizer.SetCooldown(m_playerController.m_playerID, 0, 1.0f);
    }
Beispiel #5
0
    public override void DoDodge()
    {
        if (CharacterCooldownVisualizer.GetCooldown(m_playerController.m_playerID, 3) > 0)
        {
            return;
        }
        m_invincibility = .3f;
        state           = Character.eState.DASH;
        Vector3 v = m_playerController.m_velocity.normalized;

        if (v.sqrMagnitude == 0.0f)
        {
            m_playerController.m_velocity = -transform.right * m_moveSpeed * 2.0f;
        }
        else
        {
            m_playerController.m_velocity = v * m_moveSpeed * 2.0f;
        }
        CharacterCooldownVisualizer.SetCooldown(m_playerController.m_playerID, 3, 8.0f);
    }