private void OnTriggerEnter(Collider otherCollider) { Debug.Log("YO YOU HIT SOMETHING WITH UPPERCUT ATTACK" + otherCollider); if (otherCollider.gameObject.tag == "Enemy") { m_EnemyRigidBody = otherCollider.gameObject.GetComponent <Rigidbody>(); m_EnemyAIBossController = otherCollider.gameObject.GetComponent <AIBossController>(); Target enemyTarget = otherCollider.gameObject.GetComponent <Target>(); Vector3 direction = m_BaseHitBox.GetDirection(m_EnemyRigidBody); Damage damage = m_BaseHitBox.m_Damages[0]; float force = damage.m_KnockbackForce; direction.y = Mathf.Floor(m_YKnockbackForceOverride * m_CurrentChargeDuration); Time.timeScale = Mathf.Clamp(1 / (m_TimeScaleSlowdown * m_CurrentChargeDuration), .4f, 1); Debug.Log("TIMESCALE" + Time.timeScale); m_EnemyAIBossController.m_IsNavMeshAgentUpdating = false; StartCoroutine(ResetTimeScale()); StartCoroutine(ResetEnemy()); m_EnemyRigidBody.AddForce(direction * force, ForceMode.Impulse); var originalDamageAmount = damage.m_DamageAmount; damage.m_DamageAmount *= m_CurrentChargeDuration; enemyTarget.TakeDamage(damage); damage.m_DamageAmount = originalDamageAmount; } }
private void OnTriggerEnter(Collider otherCollider) { Debug.Log("YO YOU HIT SOMETHING WITH UPPERCUT ATTACK" + otherCollider); if (otherCollider.gameObject.tag == "Enemy") { Debug.Log("CHARAGE TIEM " + m_CurrentChargeDuration); m_EnemyRigidBody = otherCollider.gameObject.GetComponent <Rigidbody> (); m_EnemyAIBossController = otherCollider.gameObject.GetComponent <AIBossController> (); Target enemyTarget = otherCollider.gameObject.GetComponent <Target> (); Vector3 direction = m_BaseHitBox.GetDirection(m_EnemyRigidBody); Damage damage = m_BaseHitBox.m_DamageHash["UppercutAttack"]; float force = damage.m_KnockbackForce; direction.y = m_YKnockbackForceOverride; // Time.timeScale = Mathf.Clamp(1 / (m_TimeScaleSlowdown * m_CurrentChargeDuration), .1f, 1); // Time.fixedDeltaTime = 0.02F * Time.timeScale; // Debug.Log("TIMESCALE" + Time.timeScale); m_TimeManager.DoSlowmotion(Mathf.Clamp(1 / (m_TimeScaleSlowdown * m_CurrentChargeDuration), .1f, 1)); m_EnemyAIBossController.m_IsNavMeshAgentUpdating = false; m_EnemyRigidBody.AddForce(direction * force, ForceMode.Impulse); // StartCoroutine(ResetTimeScale()); StartCoroutine(ResetEnemy()); var originalDamageAmount = damage.m_DamageAmount; damage.m_DamageAmount *= m_CurrentChargeDuration; enemyTarget.TakeDamage(damage, transform.position); damage.m_DamageAmount = originalDamageAmount; } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_Boss = animator.gameObject; m_Agent = m_Boss.GetComponent <UnityEngine.AI.NavMeshAgent>(); m_BossController = m_Boss.GetComponent <AIBossController>(); m_Player = m_BossController.GetPlayer(); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_Boss = animator.gameObject; m_Agent = m_Boss.GetComponent <UnityEngine.AI.NavMeshAgent>(); m_AIBossController = m_Boss.GetComponent <AIBossController>(); Debug.Log("m_booscontroller" + m_AIBossController); m_Player = m_AIBossController.GetPlayer(); // SetDistanceFromPlayer(animator); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_Boss = animator.gameObject; m_Agent = m_Boss.GetComponent <UnityEngine.AI.NavMeshAgent>(); m_BossController = m_Boss.GetComponent <AIBossController>(); m_Player = m_BossController.GetPlayer(); float distanceFromPlayer = Vector3.Distance(m_Boss.transform.position, m_Player.transform.position); animator.SetFloat("distanceFromPlayer", distanceFromPlayer); }
private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody; AIBossController bossController = hit.gameObject.GetComponent <AIBossController>(); if (bossController) { Debug.Log("F**K YOUFMOVESIMPLE"); Vector3 direction = body.transform.position - transform.position; AddImpact(direction, 10f); // m_CharacterController.SimpleMove((new Vector3(100f * Time.deltaTime, 0, 100f * Time.deltaTime))); } }
private void OnTriggerEnter(Collider otherCollider) { if (otherCollider.gameObject.tag == "Enemy") { m_CustomCrosshair.SetCrosshairColor(Color.red); m_EnemyAIBossController = otherCollider.gameObject.GetComponent <AIBossController>(); m_EnemyRigidBody = otherCollider.gameObject.GetComponent <Rigidbody>(); Target enemyTarget = otherCollider.gameObject.GetComponent <Target>(); Vector3 direction = m_BaseHitBox.GetDirection(m_EnemyRigidBody); Damage damage = m_BaseHitBox.m_DamageHash[m_CurrentComboType.ToString()]; float force = damage.m_KnockbackForce; m_EnemyAIBossController.m_IsNavMeshAgentUpdating = false; m_EnemyRigidBody.AddForce(direction * force, ForceMode.Impulse); StartCoroutine(ResetEnemy()); enemyTarget.TakeDamage(damage); } }