Ejemplo n.º 1
0
        private void OnTriggerEnter2D(Collider2D other)
        {
            currentDamageBonus = playerStatManager.CurrentAttack;

            if (other.gameObject.tag == "Enemy")
            {
                other.gameObject.GetComponent <EnemyHealthManager>().HurtEnemy(damage + currentDamageBonus);
                enemyStatusManager = other.gameObject.GetComponent <EnemyStatusManager>();

                //create damage burst animation object
                if (damageParticleEffect != null)
                {
                    Instantiate(damageParticleEffect, contactPoint.position, contactPoint.rotation);
                }

                //create damage number object
                var clone = (GameObject)Instantiate(damageNumber, contactPoint.position, Quaternion.Euler(Vector3.zero));
                clone.GetComponent <FloatingDamageNumbers>().damage = damage + currentDamageBonus;

                ApplyStatusEffect(other);

                //if the thing doing damage is a projectile destory it
                if (projectile)
                {
                    Destroy(gameObject);
                }
            }
        }
Ejemplo n.º 2
0
        // Use this for initialization
        void Start()
        {
            myRigidBody        = GetComponent <Rigidbody2D>();
            enemyStatusManager = GetComponent <EnemyStatusManager>();

            xSpawn = myRigidBody.position.x;
            ySpawn = myRigidBody.position.y;

            batAnimator = GetComponent <Animator>();
            //timeBetweenMoveCounter = timeBetweenMove;
            //timeToMoveCounter = timeToMove;

            timeBetweenMoveCounter = UnityEngine.Random.Range(timeBetweenMove * 0.75f, timeBetweenMove * 1.25f);
            timeToMoveCounter      = UnityEngine.Random.Range(timeToMove * 0.75f, timeToMove * 1.25f);
        }
Ejemplo n.º 3
0
        // Use this for initialization
        void Start()
        {
            target = GameObject.FindGameObjectWithTag("Player").transform;

            myRigidBody        = GetComponent <Rigidbody2D>();
            enemyStatusManager = GetComponent <EnemyStatusManager>();

            xSpawn = myRigidBody.position.x;
            ySpawn = myRigidBody.position.y;

            batAnimator = GetComponent <Animator>();

            timeBetweenMoveCounter = UnityEngine.Random.Range(timeBetweenMove * 0.75f, timeBetweenMove * 1.25f);
            timeToMoveCounter      = UnityEngine.Random.Range(timeToMove * 0.75f, timeToMove * 1.25f);
        }
Ejemplo n.º 4
0
 // Use this for initialization
 void Start()
 {
     CurrentHealth     = MaxHealth;
     myStatus          = gameObject.GetComponent <EnemyStatusManager>();
     playerStatManager = FindObjectOfType <PlayerStatManager>();
 }