public void setAmmunition(int newAmmo) { bool updateParent = newAmmo != currentAmmunition; if (newAmmo <= 0) { if (currentMagazine == 0) { setState(WeaponState.OUT_OF_AMMO); } else { setState(WeaponState.REALOAD); setMagazine(currentMagazine - 1); } } else { setState(WeaponState.READY); currentAmmunition = newAmmo; } if (updateParent) { CharacterControll parent = GetComponentInParent <CharacterControll>(); if (parent != null) { parent.updateWeapon(this); } } }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { CharacterControll otherCCScript = other.gameObject.GetComponent <CharacterControll>(); otherCCScript.hp = 0; } }
public void onPlayerRespawn(CharacterControll controll) { setMagazine(magazine); setAmmunition(ammunition); timer = 0; reloadTime = 0; if (controll != null) { controll.updateWeapon(this); } }
// Use this for initialization void Start() { // 0<= percentage <=1 Health_percentage = 1; Ult_percentage = 0; Win_percentage = 0; CC = character.GetComponent <CharacterControll>(); Health_percentage = CC.hp / MaxHP; Debug.Log(CC.hp); inventory = character.GetComponent <Inventory>(); }
private void OnCollisionEnter2D(Collision2D collision) { CharacterControll controller = collision.gameObject.GetComponent <CharacterControll>(); if (controller != null) { if (controller.health > 0) { controller.ChangeHealth(-1); } } }
private void OnTriggerStay2D(Collider2D collision)//OntriggerStays means as long as the player stays in the damage area they will lose health { CharacterControll controller = collision.GetComponent <CharacterControll>(); if (controller != null) { if (controller.health > 0) { controller.ChangeHealth(changeHealth); } } }
private void setState(WeaponState state) { if (this.weaponState != state) { weaponState = state; CharacterControll parent = GetComponentInParent <CharacterControll>(); if (parent != null) { parent.updateWeapon(this); } } }
void Start() { CC = GetComponent <CharacterControll>(); speedTemp = CC.moveSpeed; character = CC.character; ultimateParticle = GetComponent <ParticleSystem>(); anim = GetComponent <Animator>(); KimMeleeAttackSource.clip = KimMeleeAttackClip; KimDashAttackSource.clip = KimDashAttackClip; KimMineSetSource.clip = KimMineSetClip; KimUtimateCastingSource.clip = KimutimateCastingClip; }
private void OnTriggerEnter2D(Collider2D collision) { CharacterControll controller = collision.GetComponent <CharacterControll>(); if (controller != null) { if (controller.health < controller.maxHealth) { controller.ChangeHealth(changeHealth); Destroy(gameObject); controller.PlaySound(collection); } } }
private void OnMouseUpAsButton() { #if UNITY_ANDROID if (Input.touchCount < 2) #endif if (!PointerOverUIObject.IsPointerOverUIObject) { if (AListener.instance.current == AListener.Action.Idle) { CharacterControll.SetDestination(transform.position); AListener.instance.current = AListener.Action.DestinationSet; } } }
void Ultimate() { UltimateGauge = 0; newUltimatePortal = Instantiate(UltimatePortal, fireBallPos.position, Quaternion.identity, this.transform); anim.SetTrigger("ultimate"); List <CharacterControll> players; players = FindObjectsOfType <CharacterControll>().ToList(); players.Remove(this.GetComponent <CharacterControll>()); CharacterControll target = players[Random.Range(0, players.Count)]; newUltimateTarget = Instantiate(UltimateTarget, target.transform.position, Quaternion.identity); newUltimateTarget.transform.parent = target.transform; StartCoroutine(UltimateHit()); }
private void OnTriggerEnter2D(Collider2D hitInfo) { MonsterController monster = hitInfo.GetComponent <MonsterController>(); if (monster != null) { monster.TakeDamage(damage); } // Instantiate(impactEffect, transform.position, transform.rotation); // gör en effect om man har en CharacterControll character = hitInfo.GetComponent <CharacterControll>(); if (character != null) { character.TakeDamage(damage); } Destroy(gameObject); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "character") { GameObject opponentGameObject = collision.gameObject; CharacterControll opponent = opponentGameObject.GetComponent <CharacterControll>(); Transform opponentTransform = opponentGameObject.GetComponent <Transform>(); if (opponent.state == State.punch) { rigidBody.AddForce( new Vector3( punchForce * ((transform.position.x > opponentTransform.position.x) ? 1f : -1f), 0f, 0f) ); state = State.hurt; StartCoroutine(Hurt()); DecreaseHealth(20); } } }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.gameObject.tag == "fire") { GameObject fireGameObject = collider.gameObject; if (fireGameObject.GetComponent <FireBall>().player != this.player) { CharacterControll opponent = fireGameObject.GetComponent <CharacterControll>(); Transform opponentTransform = fireGameObject.GetComponent <Transform>(); rigidBody.AddForce( new Vector3( punchForce * ((transform.position.x > opponentTransform.position.x) ? 1f : -1f), 0f, 0f) ); DecreaseHealth(10); state = State.hurt; StartCoroutine(Hurt()); Destroy(fireGameObject.gameObject); } } }