Ejemplo n.º 1
0
    public override bool Cast()
    {
        bool wasCast = false;

        effectAlpha = 1f;

        Vector2 mousePosition  = player.GetComponent <ClickHandler>().getMousePosition();
        Vector2 playerPosition = player.GetComponent <Rigidbody2D>().position;

        RaycastHit2D[] hits = Physics2D.LinecastAll(playerPosition, mousePosition);
        foreach (RaycastHit2D hit in hits)
        {
            if (hit != null && hit.collider != null)
            {
                if (hit.collider.gameObject.GetComponent <EnemyController>() != null)
                {
                    // CombatText combatText = hit.collider.gameObject.AddComponent(typeof(CombatText)) as CombatText;
                    // combatText.text= damage.ToString();
                    CombatText.Create(hit.collider.gameObject.transform.position, 100.ToString(), false);
                    StatusText.Create(hit.collider.gameObject.transform.position, "Stunned", false);
                    hit.collider.gameObject.GetComponent <CombatTextFactory>().addCombatText("Hit Enemy with dash");
                    Debug.Log("Hit Enemy with dash");
                }
            }
        }

        player.GetComponent <Rigidbody2D>().position = mousePosition;
        DashEffect.Create(playerPosition, mousePosition);
        wasCast = true;

        Debug.Log("Cast Dash");
        return(wasCast);
    }
Ejemplo n.º 2
0
    public override bool Cast()
    {
        bool wasCast = false;

        SpinAttackEffect.Create(radius);
        effectAlpha = 1f;

        Vector2 playerPosition = player.GetComponent <Rigidbody2D>().position;

        RaycastHit2D[] hits = Physics2D.CircleCastAll(playerPosition, radius, playerPosition);
        foreach (RaycastHit2D hit in hits)
        {
            if (hit != null && hit.collider != null)
            {
                if (hit.collider.gameObject.GetComponent <EnemyController>() != null)
                {
                    // CombatText combatText = hit.collider.gameObject.AddComponent(typeof(CombatText)) as CombatText;
                    // combatText.text= damage.ToString();
                    CombatText.Create(hit.collider.gameObject.transform.position, 100.ToString(), false);
                    hit.collider.gameObject.GetComponent <CombatTextFactory>().addCombatText("Hit Enemy with spin");
                    Debug.Log("Hit Enemy with spin");
                }
            }
        }

        wasCast = true;

        Debug.Log("Cast SpinAttack");
        return(wasCast);
    }
Ejemplo n.º 3
0
    public void TakeDamage(int damage)
    {
        damage = Mathf.Clamp(damage, 0, int.MaxValue); // Damage should never be negative.

        // Calculate damage modifiers
        bool isCriticalHit = UnityEngine.Random.Range(0, 100) < 30;
        int  damageTotal   = UnityEngine.Random.Range(1, damage);

        if (isCriticalHit)
        {
            damageTotal *= 2;
        }

        healthSystem.Damage(damageTotal);
        OnHealthChanged?.Invoke();
        Debug.Log($"{charName} take {damageTotal} points of damage.");

        CombatText.Create(GetPosition() + new Vector3(0, .5f, .5f), damageTotal, isCriticalHit,
                          new Color32(255, 128, 0, 255));

        if (healthSystem.GetHealth() <= 0)
        {
            Die();
        }
    }
Ejemplo n.º 4
0
    public void Setup(GameObject target)
    {
        this.target = target;
        CombatText.Create(target.transform.position, "10", false);

        if (audioSource.isPlaying)
        {
            audioSource.Stop();
        }
        audioSource.PlayOneShot(audioSource.clip, 1);
    }
Ejemplo n.º 5
0
    private void AddHealth(int healing)
    {
        healthSystem.Heal(healing);
        OnHealthChanged?.Invoke();
        Debug.Log($"{charName} heals for {healing}.");
        CombatText.Create(GetPosition() + new Vector3(0, .5f, .5f), 5, false, Color.green);

        if (currentHP >= maxHP)
        {
            currentHP = maxHP;
        }
    }
Ejemplo n.º 6
0
    void applyDOT()
    {
        DOTTimer            -= Time.deltaTime;
        effectDurationTimer -= Time.deltaTime;

        if (DOTTimer <= 0)
        {
            DOTTimer = 3f;
            CombatText.Create(target.transform.position, "10", false);
        }

        if (effectDurationTimer <= 0)
        {
            Destroy(gameObject);
        }
    }