Example #1
0
    void OnTriggerEnter(Collider col)
    {
        Enemyhp ehp = col.gameObject.GetComponent <Enemyhp>();

        if (col.gameObject.tag == "Enemy")
        {
            ehp.damage(PlayerDamageValues.Instance.FrostAOEExplodeDamge, AttackType.Frost);
            //GameObject.FindGameObjectWithTag("Player").GetComponent<FinisherMode>().IncreaseFinisherMeter(PlayerDamageValues.Instance.FlameThrowFinMeterFill);
            col.gameObject.GetComponent <EnemyMovementController>().HelpKnockback();
        }
        else if (col.gameObject.tag == "TargetDummy")
        {
            //GameObject.FindGameObjectWithTag("Player").GetComponent<FinisherMode>().IncreaseFinisherMeter(PlayerDamageValues.Instance.FlameThrowFinMeterFill);
            ehp.damage(PlayerDamageValues.Instance.FrostAOEExplodeDamge, AttackType.Frost);
        }
    }
Example #2
0
    void Shoot()
    {
        if (currentBullet <= 0)
        {
            return;
        }
        timer = 0f;


        gunAudio.Play();

        gunLight.enabled = true;


        gunParticles.Stop();
        gunParticles.Play();


        gunLine.enabled = true;
        gunLine.SetPosition(0, transform.position);

        // Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
        shootRay.origin    = transform.position;
        shootRay.direction = -transform.right;

        // Perform the raycast against gameobjects on the shootable layer and if it hits something...
        if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
        {
            Enemyhp enemyhp = shootHit.collider.GetComponent <Enemyhp>();

            if (enemyhp.currentHp != null)
            {
                enemyhp.TakeDamage(damagePerShot);
            }

            gunLine.SetPosition(1, shootHit.point);
        }
        // If the raycast didn't hit anything on the shootable layer...
        else
        {
            // ... set the second position of the line renderer to the fullest extent of the gun's range.
            gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range);
        }
        currentBullet--;
    }
    void OnTriggerEnter(Collider col)
    {
        if (col.gameObject.tag.Equals("Enemy"))
        {
            if (CurrentAttackType == AttackType.NormalBlade)
            {
                finisherObject.IncreaseFinisherMeter(PlayerDamageValues.Instance.NormalAttackFinMeterFill);
            }
            else
            {
                finisherObject.IncreaseFinisherMeter(PlayerDamageValues.Instance.ElementalSwordAttackFinMeterFill);
            }
            Enemyhp e = null;
            if ((e = col.GetComponent <Enemyhp>()) != null)
            {
                if (isHeavy)
                {
                    e.damage(currentSwordDamage * 1.5f, AttackType.HeavyBlade);
                }
                else
                {
                    e.damage(currentSwordDamage, CurrentAttackType);
                }

                Debug.Log(gameObject);
            }
        }
        else if (col.gameObject.tag.Equals("TargetDummy"))
        {
            finisherObject.IncreaseFinisherMeter(PlayerDamageValues.Instance.NormalAttackFinMeterFill);
            Enemyhp e = null;
            if ((e = col.GetComponent <Enemyhp>()) != null)
            {
                if (isHeavy)
                {
                    e.damage(currentSwordDamage * 2f, AttackType.HeavyBlade);
                }
                else
                {
                    e.damage(currentSwordDamage, CurrentAttackType);
                }
            }
        }
    }
 void Start()
 {
     PlayerHp = GameObject.Find("Player").GetComponent <Hpbar>();
     anim     = GetComponent <Animator>();
     zombiehp = GetComponent <Enemyhp>();
 }