private void OnStationKilled(IDamageTaker station)
 {
     isSessionActive = false;
     Debug.Log("gameover");
     enemySpawner.Reset();
     GameOver?.Invoke();
 }
 public void Damaged(IDamageTaker health)
 {
     if (!m_damaged)
     {
         ++m_hittedAmount;
         m_damaged = true;
     }
 }
Beispiel #3
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 public void DealDamageTo(IDamageTaker damageTaker)
 {
     if (damageTaker == null)
     {
         throw new ArgumentNullException(nameof(damageTaker));
     }
     damageTaker.Take(_damage);
 }
Beispiel #4
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    private void OnTriggerEnter(Collider other)
    {
        IDamageTaker damageTaker = other.GetComponentInParent <IDamageTaker>();

        if (damageTaker != null)
        {
            damageTaker.TakeDamage(damage);
        }
        ammoTaker.RetutrnToPool(this);
    }
Beispiel #5
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 public void Damaged(IDamageTaker health)
 {
     if (!f_runOver)
     {
         f_controller.GroundMovement.MovingRight = !f_controller.GroundMovement.MovingRight;
         f_controller.Velocity = new Vector2(-f_controller.Velocity.x, f_controller.Velocity.y);
         f_damage.Abort();
         f_futureStates = m_futureStatesHelper;
     }
 }
Beispiel #6
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    private void OnEnemyDie(IDamageTaker damageTaker)
    {
        var enemy = damageTaker as Enemy;

        Score += enemy.PointsValue;
        spawned[enemy.GroupId].Remove(enemy);
        Debug.Log("enemy killed");
        assetDispenser.PutEnemy(enemy);
        eventListener.ScoreSet(Score);

        if (Score > TopScore)
        {
            TopScore = Score;
        }
    }
 protected void ChooseState()
 {
     player = damageDealer.CanAtack();
     if (player == null)
     {
         animator.SetBool("Run", true);
         animator.SetBool("Atack", false);
         navMeshAgent.isStopped   = false;
         navMeshAgent.destination = destenation;
     }
     else
     {
         animator.SetBool("Run", false);
         animator.SetBool("Atack", true);
         navMeshAgent.isStopped = true;
         navMeshAgent.velocity  = Vector3.zero;
     }
 }
Beispiel #8
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    public void Damaged(IDamageTaker damageTaker)
    {
        //f_damage.Abort();
        m_shallMove = false;

        if (damageTaker == null)
        {
            // since I don't have the contact point anymore; i just create it again
            List <Collider2D> colliders = DamageHelper.ContactList;
            // This is not generally correct

            Transform oldParent = transform.parent;

            transform.localRotation = Quaternion.identity;

            float newX = transform.localPosition.x - SPEED_FACTOR * f_speed / 50f * (m_right ? 1 : -1) * 0.5f;
            transform.localPosition = new Vector3(newX, newX * (m_a * newX + m_b), transform.localPosition.z);

            transform.position = transform.position + Vector3.back * 3;

            transform.SetParent(colliders[0].transform, true);

            Destroy(oldParent.gameObject);

            m_originalScale   = transform.localScale;
            m_explodeCooldown = f_cooldownExplosionFrames;
            StartCoroutine(SetEnabled());

            // when hitting in a bad angle, this might be false, so I set it to true again
        }
        else
        {
            if (transform.parent.name.StartsWith("Spit"))
            {
                Destroy(transform.parent.gameObject);
            }
            else
            {
                Destroy(transform.gameObject);
            }
        }
    }
Beispiel #9
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 private void FixedUpdate()
 {
     if (target == null)
     {
         return;
     }
     if (needToMove)
     {
         meshAgent.destination = destenation;
         meshAgent.speed       = 2 * bossStats.Speed;
     }
     else
     {
         meshAgent.speed = 0;
         damageDealer.transform.LookAt(target.transform);
     }
     player = damageDealer.CanAtack();
     if (player != null && timer <= 0)
     {
         Atack();
     }
 }
Beispiel #10
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 public void Construct(IFactory <string, IDamageTaker> damageTakerFactory, SignalBus bus)
 {
     this.damageTaker = damageTakerFactory.Create(this.DamageTakerTag);
     bus.Subscribe <Pursuer.PursuerSpawned>(this.OnEnemySpawned);
 }
Beispiel #11
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        /// <summary>
        ///   Deal damage to damage taker from hit object.
        /// </summary>
        /// <param name="hitObject">Object that was hit by raycast</param>
        private void DealDamage(RaycastHit hitObject)
        {
            IDamageTaker damageTaker = hitObject.collider.GetComponent <IDamageTaker>();

            damageTaker?.TakeDamage(_damage);
        }
Beispiel #12
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    private void FixedUpdate()
    {
        //FIX
        m_damage = 1;

        List <Collider2D> colliderList = DamageHelper.ContactList;
        //colliderList.Clear();

        ContactFilter2D cf = new ContactFilter2D();

        cf.SetLayerMask((int)f_eDamageReceiver);
        cf.useLayerMask = true;
        f_collider.OverlapCollider(cf, colliderList);

        bool hittedOne = false;

        for (int i = 0; i < colliderList.Count; ++i)
        {
            hittedOne = true;
            IDamageTaker health = colliderList[i].GetComponent <IDamageTaker>();
            if (health == null)
            {
                health = colliderList[i].transform.parent.GetComponent <IDamageTaker>();
            }
            if (f_hittedAlready.Add(health))
            {
                if (health != null)
                {
                    if (health.Controller == null || health.Controller.enabled)
                    {
                        Vector2 dir = m_direction;
                        if (m_direction == Vector2.zero)
                        {
                            //TODO a velocity - b velocity (or other way round)
                        }

                        bool shallSpawn = true;
                        if (health.Controller is Player p)
                        {
                            shallSpawn = !(p.ActiveStackedState is CharacterHitted || p.CurrentHitted > 0);
                        }
                        if (shallSpawn)
                        {
                            Instantiate(Consts.Instance.PreHit, (colliderList[i].transform.position + f_collider.transform.position) / 2f, Quaternion.identity);
                        }

                        health.TakeDamage(m_damage, dir);
                        f_damager?.Damaged(health);
                    }
                }
                else if (f_reportEveryHit)
                {
                    f_damager?.Damaged(null);
                }
            }
        }

        if (f_selfDestroy && hittedOne)
        {
            Destroy(gameObject);
        }

        ++m_currentDuration;
        if (m_currentDuration == f_maxFrames)
        {
            Abort();
        }
    }
Beispiel #13
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 public void Damage(IDamageTaker target)
 {
     strength -= target.DoDamage(strength);
 }
 private void Awake()
 {
     _damageTaker         = GetComponent <IDamageTaker>();
     _statusEffectsUpdate = StatusEffectsUpdate;
     _oneSecond           = new WaitForSeconds(1);
 }
Beispiel #15
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    private void FixedUpdate()
    {
        //FIX
        f_damage = 1;

        bool hittedSth = false;

        if (f_colliders != null && f_colliders.Length != 0)
        {
            List <Collider2D> colliderList = DamageHelper.ContactList;
            ContactFilter2D   cf           = new ContactFilter2D();
            cf.SetLayerMask((int)f_eDamageReceiver);
            cf.useLayerMask = true;

            HashSet <Collider2D> colliderSet = new HashSet <Collider2D>();
            List <(Collider2D self, Collider2D other)> colliderCombos = new List <(Collider2D, Collider2D)>();

            for (int i = 0; i < f_colliders.Length; ++i)
            {
                if (f_colliders[i] == null)
                {
                    continue;
                }
                f_colliders[i].OverlapCollider(cf, colliderList);
                for (int j = 0; j < colliderList.Count; ++j)
                {
                    if (colliderSet.Add(colliderList[j]))
                    {
                        colliderCombos.Add((f_colliders[i], colliderList[j]));
                    }
                }
            }

            for (int i = 0; i < colliderCombos.Count; ++i)
            {
                hittedSth = true;
                IDamageTaker health = colliderCombos[i].other.GetComponent <IDamageTaker>();
                if (health != null)
                {
                    bool shallSpawn = true;
                    if (health.Controller is Player p)
                    {
                        shallSpawn = !(p.ActiveStackedState is CharacterHitted || p.CurrentHitted > 0);
                    }
                    if (shallSpawn)
                    {
                        Instantiate(Consts.Instance.PreHit, (colliderCombos[i].self.transform.position + colliderCombos[i].other.transform.position) / 2f, Quaternion.identity);
                    }

                    //TODO; this should still bump the toucher backwards a bit
                    //TODO; Also, I would still actually want the damaged HashSet since otherwise I kill other creatures very fast
                    health.TakeDamage(f_damage, Vector2.zero);
                }
            }
        }
        else
        {
            Debug.LogWarning("HERE");
            //TODO; this is not reached anymore


            List <Collider2D> colliderList = DamageHelper.ContactList;
            ContactFilter2D   cf           = new ContactFilter2D();
            cf.SetLayerMask((int)f_eDamageReceiver);
            cf.useLayerMask = true;

            f_collider.OverlapCollider(cf, colliderList);

            //TODO; this is ugly and unnecessary if the other one is enabled
            if (colliderList.Count == 0)
            {
                if (f_collider2 != null)
                {
                    f_collider2.OverlapCollider(cf, colliderList);
                }
            }

            for (int i = 0; i < colliderList.Count; ++i)
            {
                hittedSth = true;
                IDamageTaker health = colliderList[i].GetComponent <IDamageTaker>();
                if (health != null)
                {
                    //TODO; this should still bump the toucher backwards a bit
                    //TODO; Also, I would still actually want the damaged HashSet since otherwise I kill other creatures very fast
                    health.TakeDamage(f_damage, Vector2.zero);
                }
            }
        }

        if (f_destroySelf && hittedSth)
        {
            Destroy(gameObject);
        }
    }