Ejemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        trans       = GetComponent <Transform>();
        rb          = GetComponent <Rigidbody>();
        anim        = GetComponent <Animator>();
        playerStats = GetComponent <Player_Stats>();
        input       = GetComponent <GameInputs>();
        nearEnemies = GetComponent <HandleNearEnemies>();

        capsule       = GetComponent <CapsuleCollider>();
        capsuleHeight = capsule.height;
        capsuleCenter = capsule.center;

        rb.constraints          = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
        origGroundCheckDistance = groundCheckDistance;

        cam = Camera.main.transform;

        isGrounded = true;

        cursor = CursorLockMode.Locked;

        GameObject obj = GameObject.FindGameObjectWithTag("PlayerMelee");

        meleeCollider   = obj.GetComponent <BoxCollider>();
        meleeCollScript = obj.GetComponent <MeleeCollider>();

        isRunning = false;
    }
Ejemplo n.º 2
0
Archivo: Sword.cs Proyecto: ohy99/SP4
    // Attack with weapon
    public override GameObject Attack(Vector3 pos, Quaternion rotation)
    {
        if (fireRate < timer)
        {
            timer = 0;
            meleeCollider.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
            // Spawn a aabb here if collision occur damage is done
            GameObject go = Instantiate(meleeCollider, pos, rotation);
            go.SetActive(true);
            SoundManager.Instance.PlayOneShot(shootEffect);
            MeleeCollider meleeScript = go.GetComponent <MeleeCollider>();
            if (meleeScript)
            {
                meleeScript.SetDamage(damage);
            }


            //Debug.Log(pos);
            //meleeCollider.GetComponent<BoxCollider2D>().offset = new Vector2(0, range);
            //meleeCollider.GetComponent<BoxCollider2D>().size = new Vector2(1, 1.5f);
            //meleeCollider.transform.localScale = new Vector3(0.5f, range, 1);
            isAttack = true;
            return(go);
        }

        return(null);
    }
Ejemplo n.º 3
0
    public void Attack(Weapon equippedWeapon)
    {
        meleeCollider = equippedWeapon.GetComponentInChildren <MeleeCollider>();
        meleeCollider.DisableMeleeCollider();

        if (Time.time > nextAttack)
        {
            meleeCollider.EnableMeleeCollider();
            nextAttack = Time.time + equippedWeapon.rateOfAttack;
        }
    }
Ejemplo n.º 4
0
    public void Attack(Weapon equippedWeapon)
    {
        meleeCollider = equippedWeapon.GetComponentInChildren <MeleeCollider>();
        Assert.IsNotNull(meleeCollider);

        if (Time.time > nextAttack)
        {
            meleeCollider.AttemptAttack(equippedWeapon);
            nextAttack = Time.time + equippedWeapon.rateOfAttack;
        }
    }
Ejemplo n.º 5
0
	public void Attack(Weapon equippedWeapon)
	{
		meleeCollider = equippedWeapon.GetComponentInChildren<MeleeCollider>();
		meleeCollider.DisableMeleeCollider();

		if (Time.time > nextAttack)
		{
			meleeCollider.EnableMeleeCollider();
			nextAttack = Time.time + equippedWeapon.rateOfAttack;
		}
	}
Ejemplo n.º 6
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        private LinkNodeConnector m_JabRecoveryLink;            //The jab recovery animation node link
        #endregion
        #endregion

        #region Unity Methods
        protected override void Awake()
        {
            base.Awake();
            GameManager.PlayerPopulation += OnFindInanna;
            //initalize the number of players who are going to be pulled
            m_PlayersBeingPulled = new bool[PhotonNetwork.playerList.Length];
            //find the room center obejct by tag RoomCenter to get

            for (int i = 0; i < m_PlayersBeingPulled.Length; i++)
            {
                m_PlayersBeingPulled[i] = false;
            }

            m_RoomCenter              = GameObject.FindGameObjectWithTag("RoomCenter").transform;
            m_LineRenderer            = GetComponentInChildren <NetworkLineRenderer>();
            LocalLineRenderer.enabled = false;

            MeleeCollider meleeCollider = SpearCollider.GetComponent <MeleeCollider>();

            meleeCollider.Init(-1, 10, null);
        }
Ejemplo n.º 7
0
 public ToggleMeleeColliderNode(AI reference, Collider colliderRef, int damage) : base(reference, colliderRef)
 {
     m_MeleeCollider = colliderRef.gameObject.GetComponent <MeleeCollider>();
     m_Damage        = damage;
 }