private void HandleAttack() { Vector3 attackDir = animatedWalker.GetLastMoveVector(); if (Input.GetMouseButtonDown(0)) { attackDir = (UtilsClass.GetMouseWorldPosition() - GetPosition()).normalized; } if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) { // Attack SetStateBusy(); EnemyHandler enemyHandler = EnemyHandler.GetClosestEnemy(GetPosition() + attackDir * 4f, 20f); if (enemyHandler != null) { enemyHandler.Damage(this); attackDir = (enemyHandler.GetPosition() - GetPosition()).normalized; transform.position = enemyHandler.GetPosition() + attackDir * -12f; } else { transform.position = transform.position + attackDir * 4f; } /* * unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchStartup"), attackDir, 2f, (UnitAnim unitAnim) => { * unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null); * }, null, null); */ UnitAnimType activeAnimType = unitAnimation.GetActiveAnimType(); switch (activeAnimType.GetName()) { default: unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuick"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null); break; case "dBareHands_PunchQuick": unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_KickQuick"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null); break; } //unitAnimation.PlayAnimForced(UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack"), attackDir, 1f, (UnitAnim unitAnim2) => SetStateNormal(), null, null); /* * Transform swordSlashTransform = Instantiate(GameAssets.i.pfSwordSlash, GetPosition() + attackDir * 13f, Quaternion.Euler(0, 0, UtilsClass.GetAngleFromVector(attackDir))); * swordSlashTransform.GetComponent<SpriteAnimator>().onLoop = () => Destroy(swordSlashTransform.gameObject); * * UnitAnimType activeAnimType = unitAnimation.GetActiveAnimType(); * if (activeAnimType == GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword) { * swordSlashTransform.localScale = new Vector3(swordSlashTransform.localScale.x, swordSlashTransform.localScale.y * -1, swordSlashTransform.localScale.z); * unitAnimation.PlayAnimForced(GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword2, attackDir, 1f, (UnitAnim unitAnim) => SetStateNormal(), null, null); * } else { * unitAnimation.PlayAnimForced(GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword, attackDir, 1f, (UnitAnim unitAnim) => SetStateNormal(), null, null); * } */ } }
private void CharacterAimHandler_OnShoot(object sender, CharacterAimHandler.OnShootEventArgs e) { // Player shot weapon Shoot_Flash.AddFlash(e.gunEndPointPosition); WeaponTracer.Create(e.gunEndPointPosition, e.shootPosition); UtilsClass.ShakeCamera(.6f, .05f); // Any enemy hit? RaycastHit2D raycastHit = Physics2D.Raycast(e.gunEndPointPosition, (e.shootPosition - e.gunEndPointPosition).normalized, Vector3.Distance(e.gunEndPointPosition, e.shootPosition)); if (raycastHit.collider != null) { EnemyHandler enemyHandler = raycastHit.collider.gameObject.GetComponent <EnemyHandler>(); if (enemyHandler != null) { // Hit enemy int damageAmount = UnityEngine.Random.Range(100, 200); bool isCritical = UnityEngine.Random.Range(0, 100) < 30; if (isCritical) { damageAmount *= 2; } // Deal damage enemyHandler.Damage(this, damageAmount); DamagePopup.Create(enemyHandler.GetPosition(), damageAmount, isCritical); } } }
private void CharacterAimHandler_OnShoot(object sender, CharacterAimHandler.OnShootEventArgs e) { Shoot_Flash.AddFlash(e.gunEndPointPosition); WeaponTracer.Create(e.gunEndPointPosition, e.shootPosition); UtilsClass.ShakeCamera(.6f, .05f); // Any enemy hit? RaycastHit2D raycastHit = Physics2D.Raycast(e.gunEndPointPosition, (e.shootPosition - e.gunEndPointPosition).normalized, Vector3.Distance(e.gunEndPointPosition, e.shootPosition)); if (raycastHit.collider != null) { EnemyHandler enemyHandler = raycastHit.collider.gameObject.GetComponent <EnemyHandler>(); if (enemyHandler != null) { enemyHandler.Damage(characterAimHandler); } } }