Beispiel #1
0
    void Start()
    {
        cc                = GetComponent <PlayerController2D>();
        rb                = GetComponent <Rigidbody2D>();
        sr                = GetComponent <SpriteRenderer>();
        moveset           = GetComponent <MoveSet>();
        input             = GetComponent <InputHandler>();
        anim              = GetComponent <Animator>();
        health            = GetComponent <Health>();
        audioSource       = GetComponent <AudioSource>();
        ailmentHandler    = GetComponent <AilmentHandler>();
        knockbackListener = GetComponent <KnockbackListener>();
        cameraFocusPointDefaultPosition = cameraFocusPoint.transform.position;
        playerOffset = transform.position;
        spellList    = FindObjectOfType <SpellDatabase>();
        fas          = GetComponent <FighterAnimationScript>();

        input.player        = this;
        input.spellDatabase = spellList;
        fas.fighter         = this;
        fas.cc   = cc;
        fas.anim = anim;

        gm = FindObjectOfType <GameManager>();
        rm = FindObjectOfType <RespawnManager>();

        maxNumberOfJumps++;
        cc.m_maxJumps = maxNumberOfJumps;



        cc.m_doubleJumpEnabled = canDoubleJump;

        comboTimer = defaultComboTime;
    }
Beispiel #2
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "Player")
        {
            print("Damaging player");

            collision.gameObject.GetComponent <Health>().Damage(damage);
            collision.gameObject.GetComponent <Fighter>().recentlyAttacked = true;
            if (enemy)
            {
                enemy.hitTarget = true;
            }
            //print(collision.gameObject.GetComponent<Health>().currentHealth);
            KnockbackListener kbl = collision.gameObject.GetComponent <KnockbackListener>();

            kbl.SetKnockback(knockback);
            kbl.SetHitstun(hitstun);
        }
    }
Beispiel #3
0
    private void OnTriggerStay2D(Collider2D other)
    {
        // Beam and multi-hit stuff go here

        if (_as.startDelayPassed || _as.activatedByPlayer)
        {
            if (other.transform.tag == "Enemy" && other.gameObject.name != _as.user || other.transform.tag == "Player" && other.gameObject.name != _as.user)
            {
                // deal damage at a rate [if(time % rate)]
                Health health = other.gameObject.GetComponent <Health>();
                health.Damage(_as.attack.damage);

                if (health.currentHealth < 0)
                {
                    // Player Spellbook EXP Gain

                    //_as.usingFighter.moveset.spe
                }

                if (other.transform.tag == "Player")
                {
                    other.gameObject.GetComponent <Fighter>().recentlyAttacked = true;
                }

                KnockbackListener knockbackScript = other.gameObject.GetComponent <KnockbackListener>();
                knockbackScript.SetHitstun(_as.attack.hitStun);
                Vector2 finalKnockback = _as.attack.knockback;
                finalKnockback.x *= _as.direction;
                knockbackScript.SetKnockback(finalKnockback);

                // Get direction of the impact relative to the player/ai


                if (_as.attack.attackType == Attack.AttackType.Beam)
                {
                    if (_as.attack.followUpAttack != null)
                    {
                        // check if attack is burst/aoe
                    }
                }

                Destroy(gameObject.gameObject, _as.attack.destroyTime);
            }
            else if (other.transform.tag == "Ground" || other.transform.tag == "Wall")
            {
                if (_as.attack.attackType == Attack.AttackType.Blast || _as.attack.attackType == Attack.AttackType.MultipleBlast)
                {
                    if (_as.attack.followUpAttack != null)
                    {
                        if (_as.attack.elementEffect == Attack.ElementEffect.Burst)
                        {
                            _as.StartNextAttack(_as.followUpAttack);
                        }
                        else if (_as.attack.followUpType == Attack.FollowUpType.Auto)
                        {
                            // Automatically Starts Next Attack
                        }
                        else if (_as.attack.followUpType == Attack.FollowUpType.Command)
                        {
                            // Sends a flag back to the caster to add the follow up attack in the attack queue
                        }
                    }
                }
                Destroy(gameObject.gameObject, _as.attack.destroyTime);
            }
        }
    }
Beispiel #4
0
    void OnTriggerEnter2D(Collider2D other)
    {
        // Most likely going to make a tag for interactable ojbects
        if (_as.startDelayPassed || _as.activatedByPlayer)
        {
            if (_as.attack.attackPath == Attack.AttackPath.Homing && _as.attack.hasSpecialChargeFunction)
            {
                Fighter temp;

                if (temp = other.gameObject.GetComponent <Fighter>())
                {
                    if (temp != null)
                    {
                        if (temp == _as.usingFighter)
                        {
                            Destroy(gameObject.gameObject);
                        }
                    }
                }
            }

            if (other.transform.tag == "Enemy" && other.gameObject.name != _as.user || other.transform.tag == "Player" && other.gameObject.name != _as.user)
            {
                other.gameObject.GetComponent <Health>().Damage(_as.attack.damage);

                if (other.transform.tag == "Player")
                {
                    other.gameObject.GetComponent <Fighter>().recentlyAttacked = true;
                }

                KnockbackListener knockbackScript = other.gameObject.GetComponent <KnockbackListener>();
                Vector2           finalKnockback  = _as.attack.knockback;

                knockbackScript.SetHitstun(_as.attack.hitStun);
                finalKnockback.x *= _as.direction;
                knockbackScript.SetKnockback(finalKnockback);

                if (other.transform.tag == "Enemy")
                {
                    EnemyAI _enemy = other.gameObject.GetComponent <EnemyAI>();
                    if (_as.usingFighter.vibrationSphere.bounds.Contains(_enemy.transform.position))
                    {
                        float distance = _as.usingFighter.vibrationSphere.transform.position.x - _enemy.transform.position.x;

                        if (distance > 0)
                        {
                            _as.usingFighter.ShakeCamera(0.5f, Mathf.Abs(Random.Range(0, _as.attack.damage / 2) - Mathf.Abs(distance / 2)));
                            _as.usingFighter.SetVibration(Mathf.Abs(Random.Range(0, _as.attack.damage / 3) - Mathf.Abs(distance / 2)), Mathf.Abs(Random.Range(0, _as.attack.damage / 2) - Mathf.Abs(distance)));
                        }
                        else if (distance < 0)
                        {
                            _as.usingFighter.ShakeCamera(0.5f, Mathf.Abs(Random.Range(0, _as.attack.damage / 2) - Mathf.Abs(distance / 2)));
                            _as.usingFighter.SetVibration(Mathf.Abs(Random.Range(0, _as.attack.damage / 2) - Mathf.Abs(distance / 2)), Mathf.Abs(Random.Range(0, _as.attack.damage / 3) - Mathf.Abs(distance)));
                        }
                        else
                        {
                            //_as.usingFighter.ShakeCamera(0, 0);
                            //_as.usingFighter.SetVibration(0, 0);
                        }
                    }

                    _enemy.murderMeter += Mathf.Round(_as.attack.damage / 4);

                    if (_enemy.murderMeter >= _enemy.murderMeterLimit)
                    {
                        if (_as.attack.element == Attack.Element.Fire)
                        {
                            _enemy.ailmentHandler.ailment = AilmentHandler.Ailments.Burned;
                        }
                        else if (_as.attack.element == Attack.Element.Ice)
                        {
                            _enemy.ailmentHandler.ailment = AilmentHandler.Ailments.Frozen;
                        }
                        else if (_as.attack.element == Attack.Element.Blood)
                        {
                            _enemy.ailmentHandler.ailment          = AilmentHandler.Ailments.Bleeding;
                            _as.usingFighter.health.currentHealth += Mathf.Round(_enemy.murderMeterLimit / 2);
                        }
                        else if (_as.attack.element == Attack.Element.Thunder)
                        {
                            _enemy.ailmentHandler.ailment = AilmentHandler.Ailments.Stunned;
                        }
                        else if (_as.attack.element == Attack.Element.Arcane)
                        {
                            // Shut up, poisoned is a placeholder
                            _enemy.ailmentHandler.ailment = AilmentHandler.Ailments.Poisoned;
                        }

                        _enemy.murderMeter = 0;
                    }
                }

                // Get direction of the impact relative to the player/ai and flip accordingly
                if (transform.position.x < other.transform.position.x)
                {
                    if (other.transform.tag == "Player")
                    {
                        Fighter _player = other.gameObject.GetComponent <Fighter>();

                        if (_as.usingFighter != _player)
                        {
                            if (_player == null)
                            {
                                PlayerAI _ai = other.gameObject.GetComponent <PlayerAI>();
                                if (!_ai.cc.m_FacingRight)
                                {
                                    _ai.cc.Flip();
                                }
                            }
                            else
                            {
                                if (!_player.cc.m_FacingRight)
                                {
                                    _player.cc.Flip();
                                }
                            }
                        }
                    }
                    else if (other.transform.tag == "Enemy")
                    {
                        EnemyAI _enemy = other.gameObject.GetComponent <EnemyAI>();
                        if (!_enemy.ec.m_FacingRight)
                        {
                            _enemy.direction *= -1;
                        }
                    }
                }
                else if (transform.position.x > other.transform.position.x)
                {
                    if (other.transform.tag == "Player")
                    {
                        Fighter _player = other.gameObject.GetComponent <Fighter>();

                        if (_as.usingFighter != _player)
                        {
                            if (_player == null)
                            {
                                PlayerAI _ai = other.gameObject.GetComponent <PlayerAI>();
                                if (_ai.cc.m_FacingRight)
                                {
                                    _ai.cc.Flip();
                                }
                            }
                            else
                            {
                                if (_player.cc.m_FacingRight)
                                {
                                    _player.cc.Flip();
                                }
                            }
                        }
                        else if (other.transform.tag == "Enemy")
                        {
                            EnemyAI _enemy = other.gameObject.GetComponent <EnemyAI>();
                            if (_enemy.ec.m_FacingRight)
                            {
                                _enemy.ec.Flip();
                            }
                        }
                        else if (_as.usingFighter == _player && _as.attack.attackPath == Attack.AttackPath.Homing)
                        {
                            Destroy(this.gameObject.gameObject);
                        }
                    }
                }

                if (_as.attack.attackType == Attack.AttackType.Blast || _as.attack.attackType == Attack.AttackType.MultipleBlast)
                {
                    if (_as.attack.followUpAttack != null)
                    {
                        // check if attack is burst/aoe
                        if (_as.attack.elementEffect == Attack.ElementEffect.Burst)
                        {
                            _as.StartNextAttack(_as.followUpAttack);
                        }
                    }
                }

                _as.usingFighter.IncrementComboChain(_as.attack);
                _as.usingFighter.dabometer += Mathf.Abs(((_as.attack.damage + _as.attack.lifetime - _as.time) / 2) + _as.usingFighter.comboCount);

                Destroy(gameObject.gameObject, _as.attack.destroyTime);
            }
            else if (other.transform.tag == "Ground" || other.transform.tag == "Wall")
            {
                if (!_as.attack.bounces || _as.bounceCount > _as.attack.bounceCount)
                {
                    if (_as.followUpAttack != null)
                    {
                        if (_as.attack.attackPath == Attack.AttackPath.Meteor)
                        {
                            if (other.transform.tag == "Ground")
                            {
                                _as.StartNextAttack(_as.followUpAttack);
                            }
                            else if (_as.attack.followUpAttack.attackType != Attack.AttackType.Blast || _as.attack.followUpAttack.attackType != Attack.AttackType.MultipleBlast)
                            {
                                _as.StartNextAttack(_as.followUpAttack);
                            }
                            Destroy(this.gameObject.gameObject);
                            print("destroy");

                            if (pillarParticle != null)
                            {
                                Instantiate(pillarParticle, transform.position, Quaternion.identity);
                            }
                        }
                    }


                    if (_as.attack.attackType == Attack.AttackType.Blast || _as.attack.attackType == Attack.AttackType.MultipleBlast)
                    {
                        if (_as.attack.followUpAttack != null)
                        {
                            if (_as.attack.elementEffect == Attack.ElementEffect.Burst)
                            {
                                _as.StartNextAttack(_as.followUpAttack);
                            }
                            else if (_as.attack.followUpType == Attack.FollowUpType.Auto)
                            {
                                // Automatically Starts Next Attack
                                _as.StartNextAttack(_as.followUpAttack);
                            }
                            //Destroy(this.gameObject);
                        }
                    }
                }
                else if (_as.attack.bounces)
                {
                    if (_as.attack.attackPath == Attack.AttackPath.Meteor)
                    {
                        if (other.transform.tag == "Ground")
                        {
                            _as.ySpeed          = -(_as.ySpeed / 3);
                            _as.xSpeed          = Mathf.Abs(_as.xSpeed / 3);
                            _as.rb.gravityScale = _as.bounceCount;
                            _as.velocityOn      = true;
                            _as.bounceCount++;
                        }
                        else if (_as.attack.followUpAttack.attackType != Attack.AttackType.Blast || _as.attack.followUpAttack.attackType != Attack.AttackType.MultipleBlast)
                        {
                            _as.direction *= -1;
                            //_as.xSpeed = _as.attack.speed * _as.bounceCount;

                            _as.bounceCount++;
                        }


                        if (pillarParticle != null)
                        {
                            // Whatever this is
                            Instantiate(pillarParticle, transform.position, Quaternion.identity);
                        }
                    }
                    else if (_as.attack.attackPath == Attack.AttackPath.CrashDown)
                    {
                        _as.ySpeed          = -(_as.ySpeed / 3);
                        _as.rb.gravityScale = _as.bounceCount;
                        _as.velocityOn      = true;
                        _as.bounceCount++;
                    }



                    if (_as.attack.attackType == Attack.AttackType.Blast || _as.attack.attackType == Attack.AttackType.MultipleBlast)
                    {
                        if (_as.attack.followUpAttack != null)
                        {
                            if (_as.attack.elementEffect == Attack.ElementEffect.Burst)
                            {
                                _as.StartNextAttack(_as.followUpAttack);
                            }
                            else if (_as.attack.followUpType == Attack.FollowUpType.Auto)
                            {
                                // Automatically Starts Next Attack
                                _as.StartNextAttack(_as.followUpAttack);
                            }
                        }
                    }
                }


                if (_as.usingFighter.vibrationSphere.bounds.Contains(transform.position))
                {
                    float distance = _as.usingFighter.vibrationSphere.transform.position.x - transform.position.x;

                    if (distance > 0)
                    {
                        _as.usingFighter.ShakeCamera(0.5f, Mathf.Abs(Random.Range(0, (_as.attack.damage / 4) - (_as.attack.hitStun.cancelTime / 2)) - Mathf.Abs(distance / 2)));
                        _as.usingFighter.SetVibration((Mathf.Abs(Random.Range(0, (_as.attack.damage / 4) - (_as.attack.hitStun.cancelTime / 2)) - Mathf.Abs(distance / 2))) / 100, (Mathf.Abs(Random.Range(0, (_as.attack.damage / 4) - (_as.attack.hitStun.cancelTime / 2)) - Mathf.Abs(distance))) / 100);
                    }
                    else if (distance < 0)
                    {
                        _as.usingFighter.ShakeCamera(0.5f, Mathf.Abs(Random.Range(0, (_as.attack.damage / 4) - (_as.attack.hitStun.cancelTime / 2)) - Mathf.Abs(distance / 2)));
                        _as.usingFighter.SetVibration((Mathf.Abs(Random.Range(0, (_as.attack.damage / 4) - (_as.attack.hitStun.cancelTime / 2)) - Mathf.Abs(distance / 2))) / 100, (Mathf.Abs(Random.Range(0, (_as.attack.damage / 4) - (_as.attack.hitStun.cancelTime / 2)) - Mathf.Abs(distance))) / 100);
                    }
                }

                if (other.transform.tag == "Wall")
                {
                    Destroy(gameObject.gameObject, _as.attack.destroyTime);
                }
            }
            else if (other.transform.tag == "SpellGate")
            {
                if (other.transform.gameObject.GetComponent <SpellGate>().requireElement&& other.transform.gameObject.GetComponent <SpellGate>().element == _as.attack.element)
                {
                    other.transform.gameObject.GetComponent <Health>().currentHealth -= _as.attack.damage;
                }

                Destroy(gameObject.gameObject);
            }
        }
    }
Beispiel #5
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        if (other != playerCol)
        {
            if (properties != null)
            {
                if (other.transform.tag == "Enemy" || other.transform.tag == "Player" && other.gameObject != player)
                {
                    other.gameObject.GetComponent <Health>().Damage(properties.damage);

                    KnockbackListener knockbackScript = other.gameObject.GetComponent <KnockbackListener>();
                    knockbackScript.SetHitstun(properties.hitStun);
                    Vector2 finalKnockback = properties.knockback;
                    finalKnockback.x *= player.cc.m_FacingRight ? 1 : -1;
                    knockbackScript.SetKnockback(finalKnockback);

                    if (other.transform.tag == "Enemy")
                    {
                        EnemyAI _enemy = other.gameObject.GetComponent <EnemyAI>();

                        _enemy.murderMeter += Mathf.Round(properties.damage / 4);

                        if (_enemy.murderMeter >= _enemy.murderMeterLimit)
                        {
                            if (properties.element == Attack.Element.Fire)
                            {
                                _enemy.ailmentHandler.ailment = AilmentHandler.Ailments.Burned;
                            }
                            else if (properties.element == Attack.Element.Ice)
                            {
                                _enemy.ailmentHandler.ailment = AilmentHandler.Ailments.Frozen;
                            }
                            else if (properties.element == Attack.Element.Blood)
                            {
                                _enemy.ailmentHandler.ailment = AilmentHandler.Ailments.Bleeding;
                                player.health.currentHealth  += Mathf.Round(_enemy.murderMeterLimit / 2);
                            }
                            else if (properties.element == Attack.Element.Thunder)
                            {
                                _enemy.ailmentHandler.ailment = AilmentHandler.Ailments.Stunned;
                            }
                            else if (properties.element == Attack.Element.Arcane)
                            {
                                // Shut up, poisoned is a placeholder
                                _enemy.ailmentHandler.ailment = AilmentHandler.Ailments.Poisoned;
                            }

                            _enemy.murderMeter = 0;
                        }
                    }

                    // Get direction of the impact relative to the player/ai and flip accordingly
                    if (transform.position.x < other.transform.position.x)
                    {
                        if (other.transform.tag == "Player")
                        {
                            Fighter _player = other.gameObject.GetComponent <Fighter>();

                            if (player != _player)
                            {
                                if (_player == null)
                                {
                                    PlayerAI _ai = other.gameObject.GetComponent <PlayerAI>();
                                    if (!_ai.cc.m_FacingRight)
                                    {
                                        _ai.cc.Flip();
                                    }
                                }
                                else
                                {
                                    if (!_player.cc.m_FacingRight)
                                    {
                                        _player.cc.Flip();
                                    }
                                }
                            }
                        }
                        else if (other.transform.tag == "Enemy")
                        {
                            EnemyAI _enemy = other.gameObject.GetComponent <EnemyAI>();
                            if (!_enemy.ec.m_FacingRight)
                            {
                                _enemy.ec.Flip();
                            }
                        }
                    }

                    if (transform.position.x > other.transform.position.x)
                    {
                        if (other.transform.tag == "Player")
                        {
                            Fighter _player = other.gameObject.GetComponent <Fighter>();

                            if (player != _player)
                            {
                                if (_player == null)
                                {
                                    PlayerAI _ai = other.gameObject.GetComponent <PlayerAI>();
                                    if (_ai.cc.m_FacingRight)
                                    {
                                        _ai.cc.Flip();
                                    }
                                }
                                else
                                {
                                    if (_player.cc.m_FacingRight)
                                    {
                                        _player.cc.Flip();
                                    }
                                }
                            }
                            else if (other.transform.tag == "Enemy")
                            {
                                EnemyAI _enemy = other.gameObject.GetComponent <EnemyAI>();
                                if (_enemy.ec.m_FacingRight)
                                {
                                    _enemy.ec.Flip();
                                }
                            }
                        }
                    }

                    player.IncrementComboChain(properties);
                    player.dabometer += Mathf.Abs(((properties.damage) / 2) * player.comboCount);
                    player.ShakeCamera(0.5f, Mathf.Abs(Random.Range(0, properties.damage / 2)));
                    player.SetVibration(Mathf.Abs(Random.Range(0, properties.damage / 2)), Mathf.Abs(Random.Range(0, properties.damage / 3)));
                }
            }
        }
    }