// We do what Light Collider does, but only once on start. void Start() { Vector2[] directions = new Vector2[numVertices]; int layerMask; lines = GetComponent <LineRenderer>(); polyCollider = GetComponent <PolygonCollider2D>(); if (lines != null) { lines.positionCount = numVertices; } directions = new Vector2[numVertices]; for (int i = 0; i < numVertices; i++) { directions[i] = new Vector2( Mathf.Cos((float)i * (2 * Mathf.PI / (float)numVertices)), Mathf.Sin((float)i * (2 * Mathf.PI / (float)numVertices)) ); } layerMask = (int)0x7FFFFFFF; for (int i = 0; i < avoidLayers.Length; i++) { layerMask ^= (1 << avoidLayers[i]); } //Setup our poly collider and line renderers LightCollider.UpdateCollider(lines, polyCollider, transform, directions, layerMask, maxDistance); }
//Onhit will get called by the Player and Enemy projectiles public virtual void onHit(LightCollider proj, float damage) { if (this.tag != Constants.PLAYER_STRING) { m_Health -= damage; } }
public override void onHit(LightCollider proj, float damage) { if (this.tag != Constants.PLAYER_STRING) { m_Health -= damage; if(!m_HasAlreadyDead) m_Animator.playAnimation(AnimatorMusicalMortar.Animations.Hit); } }
public override void onHit(LightCollider proj, float damage) { m_Health -= 1; if(m_Health >= 0) DestroyGroup (m_Groups [(int)m_Health]); if (m_Health <= 0) onDeath (); }
public override void onHit(LightCollider proj, float damage) { if (this.tag != Constants.PLAYER_STRING) { m_Health -= damage; if (!m_HasAlreadyDead) { m_Animator.playAnimation(AnimatorMusicalMortar.Animations.Hit); } } }
//Override the onHits public override void onHit(LightCollider proj, float damage) { if(!m_Hit) { if(proj.gameObject.tag == Constants.PLAYER_PROJECTILE_STRING) //If the object is a playerProjectile, call setDestination and pass in the gameobject { m_SFX.playSound(transform, Sounds.LeverHit); setDestination (proj.gameObject); } } return; }
//Override the onHits public override void onHit(LightCollider proj, float damage) { if (!m_Hit) { if (proj.gameObject.tag == Constants.PLAYER_PROJECTILE_STRING) //If the object is a playerProjectile, call setDestination and pass in the gameobject { m_SFX.playSound(transform, Sounds.LeverHit); setDestination(proj.gameObject); } } return; }
public override void onHit(LightCollider proj, float damage) { m_Health -= 1; if (m_Health >= 0) { DestroyGroup(m_Groups [(int)m_Health]); } if (m_Health <= 0) { onDeath(); } }
//Overridden OnHit function for the player's light projectile attack public override void onHit(LightCollider proj, float damage) { if (m_perception != null) { m_perception.attackedUs(proj.GetPlayerInfo()); } //Call the notifyHit function to let the enemy's know when it gets hit NotifyHit(); //Check if the enemy is invincible if (!m_IsInvincible) { m_KnockBackBehaviour.SetKnockBack(proj.KNOCKBACK, proj.transform.forward); base.onHit(proj, damage); } }
//If the player hits the switch, set activated to true public void onHit(LightCollider proj, float damage) { //TO make sure we only play sounds once if(m_PlayingSound == false) { m_SFX.playSound(transform, Sounds.LeverHit); m_PlayingSound = true; } if(!m_WillPauseForCamera) { m_Activated = true; } else { m_BeenHit = true; } }
public void onHit(LightCollider proj, float damage) //If the player hits the switch, set activated to true { //TO make sure we only play sounds once if (m_PlayingSound == false) { m_SFX.playSound(transform, Sounds.LeverHit); m_PlayingSound = true; } if (!m_WillPauseForCamera) { m_Activated = true; } else { m_BeenHit = true; } }
//used for Combo_AX attack public virtual void AOEAttack() { m_Movement.m_PausedMovement = true; m_InitialProjectilePosition = transform.position; m_InitialProjectileRotation = transform.rotation.eulerAngles; for (int i = 0; i < m_NumberOfAOEProjectiles; i++) { m_ProjectileRotation = Quaternion.Euler(m_InitialProjectileRotation.x, m_InitialProjectileRotation.y + (i * m_AOEProjectileAngle), m_InitialProjectileRotation.z); GameObject proj = (GameObject)GameObject.Instantiate(m_LightColliderPrefab, new Vector3(m_InitialProjectilePosition.x, m_InitialProjectilePosition.y + m_FirePointOffset, m_InitialProjectilePosition.z), m_ProjectileRotation); LightCollider collider = proj.GetComponent <LightCollider>(); collider.LaunchProjectile(m_AOESpeed, m_AOERange); collider.SetCharacter(m_ReadInput.ReadInputFrom); AOESlamEffect(); } }
public override void onHit(LightCollider proj, float damage) { //Knockback KnockBackPlayer(proj.gameObject.transform.forward); }
public override void onHit(LightCollider proj, float damage) { //Knockback KnockBackPlayer(proj.gameObject.transform.forward); }
//Onhit will get called by the Player and Enemy projectiles public virtual void onHit(LightCollider proj, float damage) { if (this.tag != Constants.PLAYER_STRING) m_Health -= damage; }