Beispiel #1
0
    private void OnTriggerEnter(Collider other)
    {
        // Hit player
        Debug.Log("PlayerRecentlyHit: " + ninjaScript.playerRecentlyHit + " PlayerHp: " + ninjaScript.playerHealth);

        if (other.tag == "MainCamera" && !ninjaScript.playerRecentlyHit)
        {
            ninjaScript.playerRecentlyHit = true;
            //player health go down by however much the damage is.

            ninjaScript.playerHealth -= ninjaScript.currentDamage;
            //playerSwordTriggerScript.slider.value = ninjaScript.playerHealth;
            playerSwordTriggerScript.sliderPlayer.value = ninjaScript.playerHealth;
            Debug.Log("Current Damage: " + ninjaScript.currentDamage);
            Debug.Log("Player Health: " + ninjaScript.playerHealth);
            //value of that attack goes up
            if (ninjaScript.playerHealth < 0)
            {
                gameManagerScript.Loss();
                //Debug.Log("You Died!");
            }
            switch (ninjaScript.currentAttack)
            {
            case 1:     // Attack 1
                ninjaScript.attackDamage1 *= multiplier;
                break;

            case 2:     // Attack 2
                ninjaScript.attackDamage2 *= multiplier;
                break;

            case 3:     // Attack 3
                ninjaScript.attackDamage3 *= multiplier;
                break;

            case 4:     // Combo 1
                ninjaScript.comboAttack1Landed = true;
                ninjaScript.comboDamage1      *= multiplier;
                break;

            case 5:     // Combo 2
                ninjaScript.comboAttack2Landed = true;
                ninjaScript.comboDamage2      *= multiplier;
                break;

            case 6:     // Combo 3
                ninjaScript.comboDamage3 *= multiplier;
                break;

            case 7:     // Ranged 1
                ninjaScript.rangedDamage1 *= multiplier;
                break;

            case 8:     // Ranged 2
                ninjaScript.rangedDamage2 *= multiplier;
                break;

            default:
                Debug.Log("No valid currentAttack.");
                break;
            }

            /* Apparently OnCollisionEnter doesn't work on child objects.
             * I am still going to work on trying to figure out how to do this though if I have time.
             * GameObject notifyHit = Instantiate(notifyEffect, contact.point, Quaternion.identity);
             * Destroy(notifyHit, .3f);*/
        }
        else if (other.tag == "Sword")
        {
            ninjaScript.CancelAttack();
            //value of that attack goes down because attack was blocked
            switch (ninjaScript.currentAttack)
            {
            case 1:     // Attack 1
                ninjaScript.attackDamage1 /= divider;
                break;

            case 2:     // Attack 2
                ninjaScript.attackDamage2 /= divider;
                break;

            case 3:     // Attack 3
                ninjaScript.attackDamage3 /= divider;
                break;

            case 4:     // Combo 1
                ninjaScript.comboAttack1Landed = false;
                ninjaScript.comboDamage1      /= divider;
                break;

            case 5:     // Combo 2
                ninjaScript.comboAttack2Landed = false;
                ninjaScript.comboDamage2      /= divider;
                break;

            case 6:     // Combo 3
                ninjaScript.comboDamage3 /= divider;
                break;

            case 7:     // Ranged 1
                ninjaScript.rangedDamage1 /= divider;
                break;

            case 8:     // Ranged 2
                ninjaScript.rangedDamage2 /= divider;
                break;

            default:
                Debug.Log("No valid currentAttack.");
                break;
            }

            /* Apparently OnCollisionEnter doesn't work on child objects
             * GameObject notifyBlock = Instantiate(notifyEffect, contact.point, Quaternion.identity);
             * Destroy(notifyBlock, .3f);*/
        }
    }