// Use this for initialization void Start() { being = GetComponentInParent <BeingController> (); if (!being) { Debug.Log("No Being for this hitbox!"); } }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("EnemyHitbox")) { BeingController being = other.GetComponent <Hitbox>().being; being.Stun(stunDuration); } }
public void Init(int damage, bool knockback, bool goingRight, BeingController owner, float speedArg) { base.Init(damage, knockback, base.knockbackDistance, goingRight, owner); speed = speedArg; direction = goingRight ? Vector2.right : Vector2.left; StartCoroutine(Die(duration)); }
public void Init(int damage, bool knockback, float knockbackDistance, bool goingRight, BeingController owner) { this.damage = damage; this.knockback = knockback; this.knockbackDistance = knockbackDistance; this.goingRight = goingRight; this.owner = owner; }
// TODO: Initialize the UI public void Init(BeingController owner, bool hasUI) { this.owner = owner; if (hasUI) { // Instantiate AbilityUI Obj abilityUIPrefab = FindObjectOfType <GameController>().abilityUIPrefab; ui = Instantiate(abilityUIPrefab).GetComponent <AbilityUI>(); ui.Init(icon); // ui = newAbilityUIObj } }
public virtual void OnTriggerEnter2D(Collider2D other) { // if (other.tag == enemyHitboxTag) { // if (other.tag == "Hitbox" && !SameTeam(other)) { BeingController being = other.GetComponent <Hitbox> ().being; int damageDealt = being.TakeDamage(damage); owner.AddUltCharge(damageDealt); if (knockback) { Vector2 knockbackDirection = goingRight ? Vector2.right : Vector2.left; being.KnockBack(knockbackDirection, knockbackDistance); } if (stun) { being.Stun(stunDuration); } } }
public override void Init(BeingController being) { base.Init(being, true); }
public override void Init(BeingController being) { // Ultimates always have UI elements base.Init(being, true); }
public void Init(int damage, bool knockback, bool goingRight, BeingController owner, float speedArg, int heal) { base.Init(damage, knockback, goingRight, owner, speedArg); healAmount = heal; }
public void Init(int damage, BeingController owner) { this.damage = damage; this.owner = owner; }
// TODO: We want this to cause knockback on enemies public override void Init(BeingController attacker) { base.Init(attacker, false); attack = transform.Find("AttackObj").gameObject; attack.SetActive(false); }
public override void Init(BeingController being) { base.Init(being, false); projectile = transform.Find("ClericProjectile").gameObject; projectile.SetActive(false); }
//public abstract void Init (); public abstract void Init(BeingController being);