Inheritance: MonoBehaviour
Example #1
0
        public override void OnHandleCollision(ActorBase other)
        {
            AmmoBase ammo = other as AmmoBase;

            if (ammo != null)
            {
                DecreaseHealth(ammo.Strength, ammo);

                if (health <= 0)
                {
                    return;
                }

                HandleAmmoFrozenStateChange(ammo);

                if (!(ammo is AmmoFreezer))
                {
                    if (attackTime <= 0f)
                    {
                        PlaySound("Attack");

                        speedX = (IsFacingLeft ? -1f : 1f) * attackSpeed;
                        SetAnimation(AnimState.TransitionAttack);
                    }

                    attackTime    = 200f;
                    noiseCooldown = 45f;
                }
            }
        }
Example #2
0
            public override void OnHandleCollision(ActorBase other)
            {
                AmmoBase ammo = other as AmmoBase;

                if (ammo != null)
                {
                    DecreaseHealth(ammo.Strength, other);

                    FallTime = 400f;

                    collisionFlags = CollisionFlags.CollideWithOtherActors | CollisionFlags.CollideWithTileset | CollisionFlags.CollideWithSolidObjects | CollisionFlags.ApplyGravitation;
                }
            }
Example #3
0
        public override void OnHandleCollision(ActorBase other)
        {
            //base.HandleCollision(other);

            AmmoBase ammo = other as AmmoBase;

            if (ammo != null)
            {
                if (fall == FallDirection.None)
                {
                    fall = (ammo.Speed.X < 0 ? FallDirection.Left : FallDirection.Right);
                }

                ammo.DecreaseHealth(1, this);
            }
        }
 public AmmoDataContainer(AmmoBase ammo)
 {
     this.ammo       = ammo;
     this.timerLimit = ammo.reloadTime;
 }
 public void AddAmmoToList(AmmoBase _ammobase)
 {
     weaponAmmo.Add(_ammobase);
     print(weaponAmmo.Count);
 }