Beispiel #1
0
    private void OnCollisionEnter2D(Collision2D hit)
    {
        if (gameObject.tag == "PlayerWeapon" && hit.gameObject.CompareTag("Player"))
        {
            return;
        }

        GetComponent <Collider2D>().isTrigger = true;
        transform.parent = hit.gameObject.transform;
        rb.velocity      = Vector2.zero;

        if (hit.gameObject.CompareTag("Player") || hit.gameObject.CompareTag("Enemy"))
        {
            Rigidbody2D rb = hit.transform.GetComponent <Rigidbody2D>();
            hit.transform.GetComponent <HealthManager>().TakeDamage(attackDamage);

            if (hit.gameObject.CompareTag("Enemy"))
            {
                EnemyBaseClass ebc = rb.GetComponent <EnemyBaseClass>();
                ebc.ChangeState(EnemyState.stagger);
                ebc.ChangeState(EnemyState.idle, knockbackTime);
            }
            Vector2 direction = hit.transform.position - transform.position;
            rb.AddForce(direction.normalized * knockbackStrength, ForceMode2D.Impulse);
        }
    }
Beispiel #2
0
    public void PlayerMeeleAttackCalled(LayerMask hitLayers, Transform attackPoint, int attackDamage, float attackRange, float knockbackStrength, float knockbackTime)
    {
        Collider2D[] hitRegistered = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, hitLayers);

        foreach (Collider2D hit in hitRegistered)
        {
            //print("hit " + enemy.name);
            hit.GetComponent <HealthManager>().TakeDamage(attackDamage);
            Rigidbody2D rb = hit.GetComponent <Rigidbody2D>();

            if (rb != null)
            {
                EnemyBaseClass ebc = rb.GetComponent <EnemyBaseClass>();
                ebc.ChangeState(EnemyState.stagger);
                Vector2 direction = hit.transform.position - transform.position;
                rb.AddForce(direction.normalized * knockbackStrength, ForceMode2D.Impulse);
                ebc.ChangeState(EnemyState.idle, knockbackTime);
            }
        }
    }