public void OnDeath(HitContext hitContext) { _pushback = hitContext.Direction / 20.0f; if (_isDead) return; if (!hitContext.IsMelee) { var ejector = gameObject.GetComponent<BloodEjector>(); if (ejector != null) { ejector.Eject(hitContext); ejector.Eject(hitContext); ejector.Eject(hitContext); } } Destroy(GetComponent<EnemyMovement>()); Destroy(GetComponent<NavMeshAgent>()); _isDead = true; GetComponent<Animator>().SetBool("IsDead", true); GetComponent<Animator>().SetBool("IsAttacking", false); gameObject.layer = LayerMask.NameToLayer("TurnStaticSoon"); GetComponent<EnemySounds>().PlayDeathSound(); GetComponent<Rigidbody>().isKinematic = false; GetComponent<Rigidbody>().AddExplosionForce(hitContext.Force / 2.0f, transform.position - hitContext.Direction, 1f, .5f, ForceMode.Impulse); EventAggregator.SendMessage(new EnemyKilledMessage()); }
public void TakeDamage(HitContext context) { Health -= context.Damage; if (Health <= 0) { Health = 0; _damageBehavior.OnDeath(context); } else { _damageBehavior.OnHit(context); } }
public void TakeDamage(HitContext context) { Health -= context.Damage; if (Health <= 0) { Health = 0; _damageBehavior.OnDeath(context); } else { _damageBehavior.OnHit(context); } }
void OnTriggerEnter(Collider col) { var bullet = col.GetComponent<Bullet>(); if (bullet != null && ShouldCollideWith(bullet)) { var hitContext = new HitContext { Direction = bullet.transform.forward, Force = bullet.Speed, Damage = bullet.Damage, IsMelee = false }; TakeDamage(hitContext); } }
void OnTriggerEnter(Collider col) { var bullet = col.GetComponent <Bullet>(); if (bullet != null && ShouldCollideWith(bullet)) { var hitContext = new HitContext { Direction = bullet.transform.forward, Force = bullet.Speed, Damage = bullet.Damage, IsMelee = false }; TakeDamage(hitContext); } }
public void Attack() { if (Vector3.Distance(transform.position, _player.transform.position) < MinDistance) { GetComponent<EnemySounds>().PlayAttackSound(); var hitContext = new HitContext { Force = 3, Damage = Damage, Direction = transform.forward, IsMelee = true }; _player.GetComponent<HealthBehavior>().TakeDamage(hitContext); } }
public void OnHit(HitContext hitContext) { if (_isDead) return; _pushback = hitContext.Direction / 20.0f; GetComponent<Animator>().SetTrigger("IsHit"); GetComponent<EnemySounds>().PlayHitSound(); if (!hitContext.IsMelee) { var ejector = gameObject.GetComponent<BloodEjector>(); if (ejector != null) { ejector.Eject(hitContext); } } }
public void OnDeath(HitContext hitContext) { var rigidBody = GetComponent<Rigidbody>(); rigidBody.constraints = RigidbodyConstraints.None; rigidBody.AddExplosionForce(hitContext.Force * 2, transform.position - hitContext.Direction, 1f, 3f, ForceMode.Impulse); gameObject.GetComponent<BoxCollider>().center = Vector3.zero; gameObject.GetComponent<BoxCollider>().size = new Vector3(.4f,.3f, .27f); Destroy(GetComponent<CapsuleCollider>()); Destroy(GetComponentInChildren<MouseRotationX>()); Destroy(GetComponentInChildren<MouseRotationY>()); Destroy(GetComponentInChildren<KeyboardMovement>()); Destroy(GetComponentInChildren<Bobber>()); Destroy(GetComponentInChildren<Tilter>()); Destroy(GetComponentInChildren<PlayerInteractions>()); Destroy(gameObject.GetComponent<PlayerGun>()); Destroy(Hand); }
public void Eject(HitContext hitContext) { // initial burst for (var i = 0; i < 10; i++) { var blood = Instantiate(BloodDroplet); blood.transform.position = transform.position + new Vector3(0, .2f, 0); blood.GetComponent<Rigidbody>().AddForce(Random.onUnitSphere.PositiveY() * Random.Range(MinForce, MaxForce)); } // follow bullet path for (var i = 0; i < 10; i++) { var blood = Instantiate(BloodDroplet); blood.transform.position = transform.position + new Vector3(0, .2f, 0); var path = hitContext.Direction*Random.Range(MinForce, MaxForce)*hitContext.Force; path.y = Random.Range(0f, 250f); blood.GetComponent<Rigidbody>().AddForce(path); } }
public void MeleeAttack() { _lastShot = Time.fixedTime; var ray = _viewCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); RaycastHit hit; if (Physics.Raycast(ray, out hit) && Vector3.Distance(transform.position, hit.point) < .5f) { if (hit.collider.tag == "Enemy") { var hitContext = new HitContext { Damage = Random.Range(0, 2), Direction = transform.forward, Force = 1, IsMelee = true }; hit.collider.GetComponent<HealthBehavior>().TakeDamage(hitContext); } } }
public void OnHit(HitContext hitContext) { // TODO: Flash screen red or some shit here }