Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (freezeController.getFreeze())
        {
            return;
        }

        Collider2D[]    results = new Collider2D[5];
        ContactFilter2D filter  = new ContactFilter2D();

        filter.SetLayerMask(collisionMask);
        ctrlCollider.OverlapCollider(filter, results);

        for (int i = 0; i < results.Length; i++)
        {
            Collider2D hit = results[i];
            if (!hit)
            {
                continue;
            }

            Hitbox hitbox = hit.GetComponent <Hitbox>();
            if (!hitbox)
            {
                continue;
            }

            if (instakill)
            {
                hitbox.Die();
            }
            else
            {
                Controller2D ctrl      = hitbox.GetComponent <Controller2D>();
                Vector2      direction = ctrl == null ? Vector2.right : -ctrl.collisions.faceDir * Vector2.right;

                if (ctrl.transform.position.y < transform.position.y)
                {
                    direction.y = -1;
                }

                hitbox.Damage(damage.GetValue(), new Hitbox.Knockback
                {
                    duration  = knockbackDuration.GetValue(),
                    direction = direction,
                    speed     = knockbackSpeed.GetValue()
                });
            }
        }
    }
Beispiel #2
0
    void CheckCollisions(ref Projectile proj)
    {
        ContactFilter2D filter = new ContactFilter2D();

        filter.layerMask = hitMask | obstacleMask;

        Collider2D[] hits = new Collider2D[5];
        proj.collider.OverlapCollider(filter, hits);
        List <Hitbox> hitTargets = new List <Hitbox>(hits.Length);

        for (int j = 0; j < hits.Length; j++)
        {
            if (hits[j] == null)
            {
                continue;
            }

            Destroy(proj.collider.gameObject);
            proj.destroyed = true;

            if (hitMask == (hitMask | 1 << hits[j].gameObject.layer))
            {
                Hitbox hitbox = hits[j].GetComponent <Hitbox>();

                if (!hitbox)
                {
                    continue;
                }

                if (hitTargets.Contains(hitbox))
                {
                    continue;
                }

                if (instakill)
                {
                    hitbox.Die();
                }
                else
                {
                    hitbox.Damage(damage.GetValue(), new Hitbox.Knockback
                    {
                        duration  = knockbackDuration.GetValue(),
                        direction = projectileDirection.x != 0 ? new Vector2(Mathf.Sign(projectileDirection.x), 0) : Vector2.zero,
                        speed     = knockbackSpeed.GetValue()
                    });
                }
            }
        }
    }
Beispiel #3
0
    void DetectHit()
    {
        ContactFilter2D filter = new ContactFilter2D();

        filter.layerMask = hitMask;

        Collider2D[] hits = new Collider2D[5];
        head.OverlapCollider(filter, hits);
        List <Hitbox> hitTargets = new List <Hitbox>(hits.Length);

        for (int i = 0; i < hits.Length; i++)
        {
            if (hits[i] == null)
            {
                continue;
            }

            Hitbox hitbox = hits[i].GetComponent <Hitbox>();

            if (!hitbox)
            {
                continue;
            }

            if (hitTargets.Contains(hitbox))
            {
                continue;
            }

            if (instakill)
            {
                hitbox.Die();
            }
            else
            {
                hitbox.Damage(damage.GetValue(), new Hitbox.Knockback
                {
                    duration  = knockbackDuration.GetValue(),
                    direction = rb2d.angularVelocity > 0 ? Vector2.right : -Vector2.right,
                    speed     = knockbackSpeed.GetValue()
                });
            }
        }
    }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        if (freezeController.getFreeze())
        {
            return;
        }

        Vector3 heading = transform.position - initialPosition;

        UpdateRaycastOrigins();
        if (!retracting)
        {
            moveAmount.x = directionX * squashSpeed * Time.deltaTime;
            moveAmount.y = directionY * squashSpeed * Time.deltaTime;

            if (heading.magnitude >= squashRange)
            {
                retracting = true;
            }
        }
        else
        {
            moveAmount.x = -directionX * retractSpeed * Time.deltaTime;
            moveAmount.y = -directionY * retractSpeed * Time.deltaTime;


            Vector3 retractingHeading = initialPosition - initialPosition + new Vector3(directionX, directionY);

            if (heading.normalized != retractingHeading.normalized)
            {
                retracting = false;
            }
        }



        if (moveAmount.y != 0)
        {
            float dirY      = Mathf.Sign(moveAmount.y);
            float rayLength = moveAmount.y;

            for (int i = 0; i < verticalRayCount; i++)
            {
                Vector2      rayOrigin = (dirY > 0 ? raycastOrigins.topLeft : raycastOrigins.bottomLeft) + Vector2.right * (verticalRaySpacing * i);
                RaycastHit2D hit       = Physics2D.Raycast(rayOrigin, dirY * Vector2.up, rayLength, collisionMask);

                Debug.DrawRay(rayOrigin, dirY * Vector2.up * rayLength, Color.red);
                if (hit)
                {
                    Controller2D hitCtrl = hit.collider.GetComponent <Controller2D>();
                    if (hitCtrl)
                    {
                        hit.collider.GetComponent <Controller2D>().Move(moveAmount, false);
                    }

                    if (squashRange - heading.magnitude <= hit.collider.bounds.size.y + damageRangeAroundTarget)
                    {
                        //Actually hit at the peak of the squash distance
                        Hitbox hitbox = hit.collider.GetComponent <Hitbox>();
                        if (hitbox)
                        {
                            if (instakill)
                            {
                                hitbox.Die();
                            }
                            else
                            {
                                hitbox.Damage(damage.GetValue(), new Hitbox.Knockback());
                            }
                        }

                        retracting   = !retracting;
                        moveAmount.y = moveAmount.y - dirY * (hit.distance - skinWidth);
                    }

                    break;
                }
            }
        }

        if (moveAmount.x != 0)
        {
            float dirX      = Mathf.Sign(moveAmount.x);
            float rayLength = moveAmount.x;

            for (int i = 0; i < horizontalRayCount; i++)
            {
                Vector2      rayOrigin = (dirX < 0 ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight) + Vector2.up * (horizontalRaySpacing * i);
                RaycastHit2D hit       = Physics2D.Raycast(rayOrigin, dirX * Vector3.right, rayLength, collisionMask);

                Debug.DrawRay(rayOrigin, dirX * Vector3.right * rayLength, Color.red);

                if (hit)
                {
                    Controller2D hitCtrl = hit.collider.GetComponent <Controller2D>();
                    if (hitCtrl)
                    {
                        hit.collider.GetComponent <Controller2D>().Move(moveAmount, false);
                    }

                    if (squashRange - heading.magnitude <= hit.collider.bounds.size.x + damageRangeAroundTarget)
                    {
                        //Actually hit at the peak of the squash distance
                        Hitbox hitbox = hit.collider.GetComponent <Hitbox>();
                        if (hitbox)
                        {
                            if (instakill)
                            {
                                hitbox.Die();
                            }
                            else
                            {
                                hitbox.Damage(damage.GetValue(), new Hitbox.Knockback());
                            }
                        }

                        retracting   = !retracting;
                        moveAmount.x = moveAmount.x - dirX * (hit.distance - skinWidth);
                    }
                    break;
                }
            }
        }

        transform.Translate(moveAmount);
    }