Ejemplo n.º 1
0
    void Start()
    {
        score       = 0;
        weaponScore = 0;

        if (player.name == "Player1")
        {
            if (!pl1Score1)
            {
                pl1Score1 = this;
            }
            else
            {
                pl1Score2 = this;
            }
        }
        else if (player.name == "Player2")
        {
            if (!pl2Score1)
            {
                pl2Score1 = this;
            }
            else
            {
                pl2Score2 = this;
            }
        }

        scoreText = GetComponent <TextMeshProUGUI>();
    }
Ejemplo n.º 2
0
    private bool EnemyDamage(Collider2D coll)
    {
        if (coll.gameObject.name.Contains("PL_ATT"))
        {
            PlayerController plCont = coll.gameObject.transform.parent.parent.parent.gameObject.GetComponent <PlayerController>();
            if (!plCont.isDashing)
            {
                plCont.didAttackHitEnemy++;

                critical = plCont.processCriticalHit();

                if (plCont.playerNo == 1)
                {
                    ArenaScoreSystem.AddPlayer1Score(5 * (critical ? 2 : 1)
                                                     * (plCont.hitComboCount == 0 ? 1 : plCont.hitComboCount));
                }
                else if (plCont.playerNo == 2)
                {
                    ArenaScoreSystem.AddPlayer2Score(5 * (critical ? 2 : 1)
                                                     * (plCont.hitComboCount == 0 ? 1 : plCont.hitComboCount));
                }

                if (plCont.weaponPossession.weaponID < 0)
                {
                    hpDamage = plCont.weaponPossession.defaultDamage
                               * (critical ? criticalDamageRatio : 1f);

                    knockbackValue = plCont.weaponPossession.defaultKnockback
                                     * (critical ? criticalKnockbackRatio : 1f);
                }
                else
                {
                    hpDamage = (plCont.weaponPossession.weapons[plCont.weaponPossession.weaponID].damage
                                * (critical ? criticalDamageRatio : 1f)) / defenseFactor;

                    knockbackValue = (plCont.weaponPossession.weapons[plCont.weaponPossession.weaponID].knockback
                                      * (critical ? criticalKnockbackRatio : 1f)) / defenseFactor;
                }

                if (breakAttackOnHit)
                {
                    GetComponent <EnemyAI>().stopAttacking();
                }

                isHit = true;
                OnHit.Invoke( );
                hitAngle = Mathf.Atan2(coll.gameObject.transform.parent.parent.parent.position.y - gameObject.transform.position.y,
                                       coll.gameObject.transform.parent.parent.parent.position.x - gameObject.transform.position.x);
                return(true);
            }
        }
        return(false);
    }
Ejemplo n.º 3
0
    private void OnTriggerStay2D(Collider2D collision)
    {
        if (collision.gameObject.name.Contains("Player"))
        {
            if (Vector2.Distance(transform.position, collision.gameObject.transform.position) <= minCollectDistance)
            {
                if (type == ImpactType.HP)
                {
                    collision.gameObject.GetComponent <HitCheck>().hp += value;
                }
                else if (type == ImpactType.Stamina)
                {
                    collision.gameObject.GetComponent <PlayerController>().actionPoints += value;
                }

                if (collision.gameObject.name == "Player1")
                {
                    ArenaScoreSystem.AddPlayer1Score(2);
                }
                else if (collision.gameObject.name == "Player2")
                {
                    ArenaScoreSystem.AddPlayer2Score(2);
                }

                if (aud != null && TogglesValues.sound)
                {
                    aud.PlayOneShot(impactSound);
                }

                Destroy(gameObject);
            }
            else
            {
                transform.position = Vector3.Lerp(transform.position, collision.gameObject.transform.position, magnetStrength);
            }
        }
    }