Ejemplo n.º 1
0
    private void Awake()
    {
        damageable = GetComponent <DamageableComp>();
        rigidBody  = GetComponent <Rigidbody2D>();

        isEnemy = gameObject.layer == EnemyController.LAYER;
    }
Ejemplo n.º 2
0
 /**
  * We do some reference initializations here to avoid accessing
  * them on every frame Update().
  */
 private void Awake()
 {
     weaponTransform  = weaponObj.transform;
     bodySpriteR      = GetComponent <SpriteRenderer>();
     weaponObjSpriteR = weaponObj.GetComponent <SpriteRenderer>();
     flippableComp    = GetComponent <FlippableSpriteComp>();
     damageableComp   = GetComponent <DamageableComp>();
     knockbackComp    = GetComponent <KnockbackComp>();
     slashSpawnComp   = GetComponent <SlashSpawnComp>();
 }
Ejemplo n.º 3
0
    private void DamageUnitsHit() // TODO move to a 'DamagingComp' class which will be shared among player & enemy ctrl
    {
        Collider2D[] unitsHit = Physics2D.OverlapCircleAll(
            transform.position + new Vector3(damageCenter.x, damageCenter.y, 0),
            damageRadius,
            unitMask);

        foreach (Collider2D unit in unitsHit)
        {
            DamageableComp damageable = unit.GetComponent <DamageableComp>();
            damageable?.Damage(slashOwner.transform.position); // the null-check operator will bypass any collider2d objects that don't have the damageable component
        }
    }
Ejemplo n.º 4
0
        void Awake()
        {
            LAYER = LayerMask.NameToLayer("Player");

            damageable                  = GetComponent <DamageableComp>();
            damageable.unitIsHit        = IsHit;
            damageable.shakeCameraOnHit = true;
            damageable.cameraCtrl       = Camera.main.GetComponent <CameraController>();

            flippable        = GetComponent <FlippableSpriteComp>();
            characterAnmtr   = GetComponent <Animator>();
            weaponController = GetComponent <PlayerWeaponController>();
            knockbackComp    = GetComponent <KnockbackComp>();
            movingComp       = GetComponent <MovingComp>();
        }