private void OnTriggerEnter(Collider collision)
        {
            if (collision.tag == "Player")
            {
                PlayerStats      playerStats           = collision.GetComponent <PlayerStats>();
                CharacterManager enemyCharacterManager = collision.GetComponent <CharacterManager>();
                BlockingCollider shield = collision.transform.GetComponentInChildren <BlockingCollider>();

                if (enemyCharacterManager != null)
                {
                    if (enemyCharacterManager.isParrying)
                    {
                        // play animation
                        characterManager.GetComponentInChildren <AnimatorManager>().PlayTargetAnimation("Parried", true);
                        return;
                    }
                    else if (shield != null && enemyCharacterManager.isBlocking)
                    {
                        float physicalDamageAfterBlock =
                            currentWeaponDamage - (currentWeaponDamage * shield.blockingPhysicalDamageAbsorption) / 100;

                        if (playerStats != null)
                        {
                            playerStats.TakeDamage(Mathf.RoundToInt(physicalDamageAfterBlock), "Block Guard");
                            return;
                        }
                    }
                }
                if (playerStats != null)
                {
                    playerStats.TakeDamage(currentWeaponDamage);
                }
            }

            if (collision.tag == "Enemy")
            {
                EnemyStats       enemyStats            = collision.GetComponent <EnemyStats>();
                CharacterManager enemyCharacterManager = collision.GetComponent <CharacterManager>();
                BlockingCollider shield = collision.transform.GetComponentInChildren <BlockingCollider>();

                if (enemyCharacterManager != null)
                {
                    if (enemyCharacterManager.isParrying)
                    {
                        // play animation
                        characterManager.GetComponentInChildren <EnemyAnimatorManager>().PlayTargetAnimation("Parried", true);
                        return;
                    }
                    else if (shield != null && enemyCharacterManager.isBlocking)
                    {
                        float physicalDamageAfterBlock =
                            currentWeaponDamage - (currentWeaponDamage * shield.blockingPhysicalDamageAbsorption) / 100;

                        if (enemyStats != null)
                        {
                            enemyStats.TakeDamage(Mathf.RoundToInt(physicalDamageAfterBlock), "Block Guard");
                            return;
                        }
                    }
                }

                if (enemyStats != null)
                {
                    enemyStats.TakeDamage(currentWeaponDamage);
                }
            }

            if (collision.tag == "Hidden Wall")
            {
                HiddenWall hiddenWall = collision.GetComponent <HiddenWall>();

                hiddenWall.wallHasBeenHit = true;
            }
        }
 private void Awake()
 {
     characterCastingSpell = GetComponentInParent <CharacterManager>();
 }
        public void HandleLockOn()
        {
            float shortestDistance              = Mathf.Infinity;
            float shortestDistanceOfLeftTarget  = Mathf.Infinity;
            float shortestDistanceOfRightTarget = Mathf.Infinity;

            Collider[] colliders = Physics.OverlapSphere(targetTransform.position, 26);

            for (int i = 0; i < colliders.Length; i++)
            {
                CharacterManager character = colliders[i].GetComponent <CharacterManager>();

                if (character != null)
                {
                    Vector3    lockTargetDirection = character.transform.position - targetTransform.position;
                    float      distanceFromTarget  = Vector3.Distance(targetTransform.position, character.transform.position);
                    float      viewableAngle       = Vector3.Angle(lockTargetDirection, cameraTransform.forward);
                    RaycastHit hit;

                    if (character.transform.root != targetTransform.transform.root &&
                        viewableAngle > -50 &&
                        viewableAngle < 50 &&
                        distanceFromTarget <= maximumLockOnDistance)
                    {
                        if (Physics.Linecast(playerManager.lockOnTransform.position, character.lockOnTransform.position, out hit))
                        {
                            Debug.DrawLine(playerManager.lockOnTransform.position, character.lockOnTransform.position);

                            if (hit.transform.gameObject.layer == environmentLayer)
                            {
                                //cannot lock on because obstacle
                            }
                            else
                            {
                                //availableTargets.Add(character);
                                if (!character.GetComponent <EnemyStats>().isDead)
                                {
                                    availableTargets.Add(character);
                                }
                                else
                                {
                                    availableTargets.Remove(character);
                                }
                            }
                        }
                    }
                }
            }


            for (int k = 0; k < availableTargets.Count; k++)
            {
                float distanceFromTarget = Vector3.Distance(targetTransform.position, availableTargets[k].transform.position);

                if (distanceFromTarget < shortestDistance)
                {
                    shortestDistance    = distanceFromTarget;
                    nearestLockOnTarget = availableTargets[k];
                }

                if (inputHandler.lockOnFlag)
                {
                    //Vector3 relativeEnemyPosition = currentLockOnTarget.transform.InverseTransformPoint(availableTargets[k].transform.position);
                    //var distanceFromLeftTarget = currentLockOnTarget.transform.position.x - availableTargets[k].transform.position.x;
                    //var distanceFromRightTarget = currentLockOnTarget.transform.position.x + availableTargets[k].transform.position.x;

                    Vector3 relativeEnemyPosition   = inputHandler.transform.InverseTransformPoint(availableTargets[k].transform.position);
                    var     distanceFromLeftTarget  = relativeEnemyPosition.x;
                    var     distanceFromRightTarget = relativeEnemyPosition.x;


                    //  calculation distant from character transform instead of first method
                    if (relativeEnemyPosition.x <= 0.00 && distanceFromLeftTarget > shortestDistanceOfLeftTarget &&
                        availableTargets[k] != currentLockOnTarget)
                    {
                        shortestDistanceOfLeftTarget = distanceFromLeftTarget;
                        leftLockTarget = availableTargets[k];
                    }

                    else if (relativeEnemyPosition.x >= 0.00 && distanceFromRightTarget < shortestDistanceOfRightTarget &&
                             availableTargets[k] != currentLockOnTarget)
                    {
                        shortestDistanceOfRightTarget = distanceFromRightTarget;
                        rightLockTarget = availableTargets[k];
                    }
                }
            }
        }
 public void ClearLockOnTargets()
 {
     availableTargets.Clear();
     nearestLockOnTarget = null;
     currentLockOnTarget = null;
 }
Ejemplo n.º 5
0
        public void AttemptBackStabOrRiposte()
        {
            //Stamina dependency
            if (playerStats.CurrentStamina <= 0)
            {
                return;
            }

            RaycastHit hit;

            // start point - going out to transforms direction forward - out hit variable - distance 0.5f - scan on layer
            if (Physics.Raycast(inputHandler.criticalAttackRayCastStartPoint.position, transform.TransformDirection(Vector3.forward), out hit, 0.5f, backStabLayer))
            {
                #region Backstab
                CharacterManager enemyCharacterManager = hit.transform.gameObject.GetComponentInParent <CharacterManager>();
                DamageCollider   rightWeapon           = weaponSlotManager.rightHandDamageCollider;

                if (enemyCharacterManager != null)
                {
                    //check id ( so you cant stab ally )

                    //pull is into a transform behind the enemy so backstab looks clean
                    playerManager.transform.position = enemyCharacterManager.backStabCollider.deathblowsPosition.position;


                    //rotate us towards that transform

                    Vector3 rotationDirection = playerManager.transform.root.eulerAngles;
                    rotationDirection   = hit.transform.position - playerManager.transform.position;
                    rotationDirection.y = 0;
                    rotationDirection.Normalize();
                    Quaternion tr             = Quaternion.LookRotation(rotationDirection);
                    Quaternion targetRotation = Quaternion.Slerp(playerManager.transform.rotation, tr, 500 * Time.deltaTime);
                    playerManager.transform.rotation = targetRotation;


                    int criticalDamage = playerInventory.rightWeapon.criticalDamageMultiplier * rightWeapon.currentWeaponDamage;
                    enemyCharacterManager.pendingCriticalDamage = criticalDamage;

                    //play animation
                    animatorHandler.PlayTargetAnimation("Back Stab", true);
                    //make enemy play animation
                    enemyCharacterManager.GetComponentInChildren <AnimatorManager>().PlayTargetAnimation("Back Stabbed", true);

                    //do damage
                }
                #endregion
            }

            else if (Physics.Raycast(inputHandler.criticalAttackRayCastStartPoint.position, transform.TransformDirection(Vector3.forward), out hit, 0.7f, riposteLayer))
            {
                #region Riposte
                CharacterManager enemyCharacterManager = hit.transform.gameObject.GetComponentInParent <CharacterManager>();
                DamageCollider   rightWeapon           = weaponSlotManager.rightHandDamageCollider;

                if (enemyCharacterManager != null && enemyCharacterManager.canBeRiposted)
                {
                    playerManager.transform.position = enemyCharacterManager.riposteCollider.deathblowsPosition.position;

                    Vector3 rotationDirection = playerManager.transform.root.eulerAngles;
                    rotationDirection   = hit.transform.position - playerManager.transform.position;
                    rotationDirection.y = 0;
                    rotationDirection.Normalize();

                    Quaternion tr             = Quaternion.LookRotation(rotationDirection);
                    Quaternion targetRotation = Quaternion.Slerp(playerManager.transform.rotation, tr, 500 * Time.deltaTime);
                    playerManager.transform.rotation = targetRotation;



                    int criticalDamage = playerInventory.rightWeapon.criticalDamageMultiplier * rightWeapon.currentWeaponDamage;
                    enemyCharacterManager.pendingCriticalDamage = criticalDamage;

                    animatorHandler.PlayTargetAnimation("Riposte", true);
                    enemyCharacterManager.GetComponentInChildren <AnimatorManager>().PlayTargetAnimation("Riposted", true);
                }

                #endregion
            }
        }