Ejemplo n.º 1
0
    protected override void Update()
    {
        // stay a purplish hue, Ponyboy
        if (base.lightTimer <= 0)
        {
            //base.enemyLight = gameObject.AddComponent<Light>();
            //base.enemyLight.range = 3.5f;
            base.enemyLight.intensity = 3;
            base.enemyLight.color     = Color.magenta;
        }

        //BASE UPDATE
        base.Update();

        //Check shine hit
        if (shinedCooldown > 0 && playerCombat.CurrentAttack == PlayerCombat.Attacks.Shine)
        {
            List <Rect> shineHitboxes = playerCombat.GetActiveAttackHitboxes();
            for (int i = 0; i < shineHitboxes.Count; ++i)
            {
                if (Helper.AABB(this.HitBoxRect, shineHitboxes[i]))
                {
                    //Increment times shined but stay within range
                    if (++shinedIncrements > shinedMaxIncrements)
                    {
                        shinedIncrements = shinedMaxIncrements;
                    }
                    //Cooldown for 1 sec so we don't register this multiple times
                    shinedCooldown = 1f;
                }
            }
            shinedCooldown -= Time.deltaTime;
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Sees whether or not it's hitting a player attack
    /// </summary>
    /// <returns></returns>
    protected bool CheckCollisionsWithPlayerHitboxes()
    {
        //Get player hitboxes
        List <Rect> hitboxes = player.GetActiveAttackHitboxes();

        //Loop through and if we're colliding (roughly) then return true
        for (int i = 0; i < hitboxes.Count; ++i)
        {
            if ((this.transform.position - new Vector3(hitboxes[i].x, hitboxes[i].y, this.transform.position.z)).sqrMagnitude < hitboxRect.width * hitboxRect.width)
            {
                return(true);
            }
        }
        return(false);
    }