Example #1
0
    void OnCollisionEnter2D(Collision2D collision)
    {
        hitObject = collision.collider.gameObject;

        if (hitObject.GetComponent<GetDamage>()){
            getDamage = hitObject.GetComponent<GetDamage>();
            getDamage.StartCoroutine(getDamage.SendDamage(missleDamage,blockType));
            Destroy (this.gameObject);
        }
    }
Example #2
0
    void OnCollisionEnter2D(Collision2D collision)
    {
        hitObject = collision.collider.gameObject;

        if (hitObject.GetComponent <GetDamage>())
        {
            getDamage = hitObject.GetComponent <GetDamage>();
            getDamage.StartCoroutine(getDamage.SendDamage(missleDamage, blockType));
            Destroy(this.gameObject);
        }
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        jPos = transform.position;

        if (char1)
        {
            p1Pos        = character1.transform.position;
            dist2Player1 = Vector3.Distance(p1Pos, jPos);
        }
        if (char2)
        {
            p2Pos        = character2.transform.position;
            dist2Player2 = Vector3.Distance(p2Pos, jPos);
        }
        if (dist2Player1 <= dist2Player2)
        {
            pPos        = p1Pos;
            dist2Player = dist2Player1;
        }
        else
        {
            pPos        = p2Pos;
            dist2Player = dist2Player2;
        }


        aDir = Vector3.Normalize(pPos - jPos);
        vely = rigidbody2D.velocity.y;

        standing = DetectFloor();
        Animate(standing, aDir);

        //Debug.DrawLine (transform.position, transform.position + transform.localScale.x * Vector3.right * dangerZone);

        //////////ATTACKING SCRIPT////////////////

        if (dist2Player < dangerZone && allowJump)
        {
            ready2Attack = true;             // time-based
            if (standing)
            {
                attack = true;                 //single frame (and really, only within the frame because it gets reset the same frame)
            }
        }

        if (attack)
        {
            allowJump    = false;
            attack       = false;
            ready2Attack = true;

            jumpTimer = time2Jump;

            if (aDir.x > 0)
            {
                rigidbody2D.AddForce(attackVectorR * aForce);
            }
            else if (aDir.x < 0)
            {
                rigidbody2D.AddForce(attackVectorL * aForce);
            }
        }

        if (ready2Attack || spinAttacking || stompAttacking)
        {
            if (!spinAttacking && !stompAttacking && rigidbody2D.velocity.y > 1f)
            {
                spot1 = new Vector2(Mathf.Cos(Mathf.Deg2Rad * 45f) * transform.localScale.x, Mathf.Sin(Mathf.Deg2Rad * 45f)) * spinDist + new Vector2(transform.position.x, transform.position.y);
                spot2 = new Vector2(Mathf.Cos(Mathf.Deg2Rad * 80f) * transform.localScale.x, Mathf.Sin(Mathf.Deg2Rad * 80f)) * spinDist + new Vector2(transform.position.x, transform.position.y);
                Debug.DrawLine(transform.position, new Vector3(spot1.x, spot1.y, 0));
                Debug.DrawLine(transform.position, new Vector3(spot2.x, spot2.y, 0));

                aboveObjects1 = Physics2D.LinecastAll(transform.position, spot1);
                aboveObjects2 = Physics2D.LinecastAll(transform.position, spot2);
                aboveObjects  = aboveObjects1.Concat(aboveObjects2).ToArray();

                foreach (RaycastHit2D above in aboveObjects)
                {
                    if (hurtThings.Contains(above.collider.tag))
                    {
                        spinAttack    = true;
                        spinAttacking = true;
                        spinTimer     = time2Spin;
                        break;
                    }
                }
            }

            if (spinAttack)
            {
                rigidbody2D.fixedAngle = false;
                spinAttack             = false;
            }

            if (spinAttacking)
            {
                if (spinTimer > 0)
                {
                    rigidbody2D.angularVelocity = 2000f;
                    spinTimer -= Time.deltaTime;
                    hitObjects = Physics2D.OverlapCircleAll(transform.position, .115f);

                    foreach (Collider2D hit in hitObjects)
                    {
                        if (hit.GetComponent <GetDamage>())
                        {
                            getDamage = hit.GetComponent <GetDamage>();
                            getDamage.StartCoroutine(getDamage.SendDamage(spinDamage, blockType));
                            spinTimer            = 0f;
                            rigidbody2D.velocity = new Vector2(0, 0);
                            rigidbody2D.AddForce(Vector3.Normalize(new Vector3(-(transform.localScale.x * 3), 1, 0)) * 155f);
                            break;
                        }
                        else if (rigidbody2D.velocity.y < -2f)
                        {
                            spinTimer = 0f;
                        }
                    }
                }

                if (spinTimer <= 0 && rotateTimer <= 0)
                {
                    ready2Attack = false;
                    rotateTimer  = time2Rotate;
                }

                if (rotateTimer > 0)
                {
                    rotateTimer -= Time.deltaTime;
                    Quaternion.Slerp(transform.rotation, Quaternion.identity, Time.deltaTime * rotoSpeed);                        //slerp back to upright rotation and fix angle
                    if (rotateTimer <= 0 || (Mathf.Abs(transform.rotation.eulerAngles.z) < 2f && Mathf.Abs(rigidbody2D.angularVelocity) < 2f))
                    {
                        spinAttacking          = false;
                        transform.rotation     = Quaternion.identity;
                        rigidbody2D.fixedAngle = true;
                        recoveryTimer          = time2Recover;
                    }
                }
            }


            //END SPINNING ATTACK


            //START STOMPING ATTACK

            if (!stompAttacking && !spinAttacking && rigidbody2D.velocity.y < -.1f)
            {
                spot3 = new Vector2(Mathf.Cos(Mathf.Deg2Rad * 50f) * transform.localScale.x, -Mathf.Sin(Mathf.Deg2Rad * 50f)) * stompDist + new Vector2(transform.position.x, transform.position.y);
                spot4 = new Vector2(Mathf.Cos(Mathf.Deg2Rad * 65f) * transform.localScale.x, -Mathf.Sin(Mathf.Deg2Rad * 65f)) * stompDist + new Vector2(transform.position.x, transform.position.y);
                spot5 = new Vector2(Mathf.Cos(Mathf.Deg2Rad * 80f) * transform.localScale.x, -Mathf.Sin(Mathf.Deg2Rad * 80f)) * stompDist + new Vector2(transform.position.x, transform.position.y);

                Debug.DrawLine(transform.position, new Vector3(spot3.x, spot3.y, 0));
                Debug.DrawLine(transform.position, new Vector3(spot4.x, spot4.y, 0));
                Debug.DrawLine(transform.position, new Vector3(spot5.x, spot5.y, 0));

                belowObjects1 = Physics2D.LinecastAll(transform.position, spot3);
                belowObjects2 = Physics2D.LinecastAll(transform.position, spot4);
                belowObjects3 = Physics2D.LinecastAll(transform.position, spot5);

                belowObjects = belowObjects1.Concat(belowObjects2).ToArray();
                belowObjects = belowObjects.Concat(belowObjects3).ToArray();

                foreach (RaycastHit2D below in belowObjects)
                {
                    if (hurtThings.Contains(below.collider.tag))
                    {
                        stompAttack    = true;
                        stompAttacking = true;
                        stompTimer     = time2Stomp;
                        break;
                    }
                }
            }

            if (stompAttack)
            {
                rigidbody2D.AddForce(aDir * stompForce);
                if (rigidbody2D.velocity.x > 0 && aDir.x < 0)
                {
                    rigidbody2D.AddForce(-Vector2.right * 80f);
                }
                else if (rigidbody2D.velocity.x < 0 && aDir.x > 0)
                {
                    rigidbody2D.AddForce(Vector2.right * 80f);
                }

                stompAttack = false;
            }

            if (stompAttacking)
            {
                if (stompTimer > 0)
                {
                    hitObjects = Physics2D.OverlapAreaAll(botLeft, topRight);

                    foreach (Collider2D hit in hitObjects)
                    {
                        if (hit.GetComponent <GetDamage>())
                        {
                            getDamage = hit.GetComponent <GetDamage>();
                            getDamage.StartCoroutine(getDamage.SendDamage(spinDamage, blockType));

                            stompTimer = 0f;
                            break;
                        }
                        else if (hit.CompareTag("Platform"))
                        {
                            stompTimer = 0f;
                        }
                    }
                }

                if (stompTimer > 0)
                {
                    stompTimer -= Time.deltaTime;
                }
                if (stompTimer <= 0)
                {
                    ready2Attack   = false;
                    stompAttacking = false;
                    recoveryTimer  = time2Recover;
                }
            }
        }
        if (recoveryTimer > 0)
        {
            recoveryTimer -= Time.deltaTime;
        }
        //END STOMP ATTACK



        //////END ATTACKING SCRIPT//////

        //Jump Around
        if (allowJump && standing)
        {
            allowJump = false;
            jumpTimer = time2Jump;

            if (aDir.x > 0)
            {
                rigidbody2D.AddForce(jumpVectorR * jForce);
            }
            else if (aDir.x < 0)
            {
                rigidbody2D.AddForce(jumpVectorL * jForce);
            }
        }

        if (standing && rigidbody2D.velocity.y < .1f)
        {
            jumpTimer -= Time.deltaTime;
            if (jumpTimer <= 0 && recoveryTimer <= 0)
            {
                allowJump = true;
            }
        }
    }
Example #4
0
    // Update is called once per frame
    void Update()
    {
        jPos = transform.position;

        if (char1) {
            p1Pos = character1.transform.position;
            dist2Player1 = Vector3.Distance (p1Pos,jPos);
        }
        if (char2){
            p2Pos = character2.transform.position;
            dist2Player2 = Vector3.Distance (p2Pos,jPos);
        }
        if ( dist2Player1 <= dist2Player2 ){
            pPos = p1Pos;
            dist2Player = dist2Player1;
        }
        else{
            pPos = p2Pos;
            dist2Player = dist2Player2;
        }

        aDir = Vector3.Normalize(pPos - jPos);
        vely = rigidbody2D.velocity.y;

        standing = DetectFloor ();
        Animate (standing,aDir);

        //Debug.DrawLine (transform.position, transform.position + transform.localScale.x * Vector3.right * dangerZone);

        //////////ATTACKING SCRIPT////////////////

        if (dist2Player < dangerZone && allowJump) {
            ready2Attack = true; // time-based
            if (standing){
                attack = true; //single frame (and really, only within the frame because it gets reset the same frame)
            }
        }

        if (attack){
            allowJump = false;
            attack = false;
            ready2Attack = true;

            jumpTimer = time2Jump;

            if (aDir.x > 0 ){
                rigidbody2D.AddForce (attackVectorR * aForce);
            }
            else if (aDir.x < 0 ){
                rigidbody2D.AddForce (attackVectorL * aForce);
            }
        }

        if (ready2Attack || spinAttacking || stompAttacking){

            if (!spinAttacking && !stompAttacking && rigidbody2D.velocity.y>1f){
                spot1 = new Vector2( Mathf.Cos(Mathf.Deg2Rad * 45f) * transform.localScale.x, Mathf.Sin(Mathf.Deg2Rad * 45f) ) * spinDist + new Vector2(transform.position.x,transform.position.y);
                spot2 = new Vector2( Mathf.Cos(Mathf.Deg2Rad * 80f) * transform.localScale.x, Mathf.Sin(Mathf.Deg2Rad * 80f) ) * spinDist + new Vector2(transform.position.x,transform.position.y);
                Debug.DrawLine (transform.position, new Vector3 (spot1.x,spot1.y,0));
                Debug.DrawLine (transform.position, new Vector3 (spot2.x,spot2.y,0));

                aboveObjects1 = Physics2D.LinecastAll(transform.position,spot1);
                aboveObjects2 = Physics2D.LinecastAll(transform.position,spot2);
                aboveObjects = aboveObjects1.Concat(aboveObjects2).ToArray();

                foreach (RaycastHit2D above in aboveObjects){
                    if (hurtThings.Contains (above.collider.tag)){
                        spinAttack = true;
                        spinAttacking = true;
                        spinTimer = time2Spin;
                        break;
                    }
                }
            }

            if (spinAttack){
                rigidbody2D.fixedAngle = false;
                spinAttack = false;
            }

            if (spinAttacking){

                if (spinTimer>0){
                    rigidbody2D.angularVelocity = 2000f;
                    spinTimer -= Time.deltaTime;
                    hitObjects = Physics2D.OverlapCircleAll(transform.position,.115f);

                    foreach (Collider2D hit in hitObjects){
                        if (hit.GetComponent<GetDamage>()){

                            getDamage = hit.GetComponent<GetDamage>();
                            getDamage.StartCoroutine(getDamage.SendDamage(spinDamage,blockType));
                            spinTimer = 0f;
                            rigidbody2D.velocity = new Vector2 (0,0);
                            rigidbody2D.AddForce ( Vector3.Normalize(new Vector3(-(transform.localScale.x * 3),1,0)) * 155f);
                            break;
                        }
                        else if (rigidbody2D.velocity.y<-2f){
                            spinTimer = 0f;
                        }
                    }
                }

                if (spinTimer <= 0 && rotateTimer <= 0 ){
                    ready2Attack = false;
                    rotateTimer = time2Rotate;
                }

                if (rotateTimer>0){
                    rotateTimer -= Time.deltaTime;
                    Quaternion.Slerp( transform.rotation , Quaternion.identity , Time.deltaTime * rotoSpeed); //slerp back to upright rotation and fix angle
                    if (rotateTimer<=0 || (Mathf.Abs (transform.rotation.eulerAngles.z) < 2f && Mathf.Abs (rigidbody2D.angularVelocity)<2f) ){
                        spinAttacking = false;
                        transform.rotation = Quaternion.identity;
                        rigidbody2D.fixedAngle = true;
                        recoveryTimer = time2Recover;
                    }
                }

            }

            //END SPINNING ATTACK

            //START STOMPING ATTACK

            if (!stompAttacking && !spinAttacking && rigidbody2D.velocity.y<-.1f){
                spot3 = new Vector2( Mathf.Cos(Mathf.Deg2Rad * 50f) * transform.localScale.x, -Mathf.Sin(Mathf.Deg2Rad * 50f) ) * stompDist + new Vector2(transform.position.x,transform.position.y);
                spot4 = new Vector2( Mathf.Cos(Mathf.Deg2Rad * 65f) * transform.localScale.x, -Mathf.Sin(Mathf.Deg2Rad * 65f) ) * stompDist + new Vector2(transform.position.x,transform.position.y);
                spot5 = new Vector2( Mathf.Cos(Mathf.Deg2Rad * 80f) * transform.localScale.x, -Mathf.Sin(Mathf.Deg2Rad * 80f) ) * stompDist + new Vector2(transform.position.x,transform.position.y);

                Debug.DrawLine (transform.position, new Vector3 (spot3.x,spot3.y,0));
                Debug.DrawLine (transform.position, new Vector3 (spot4.x,spot4.y,0));
                Debug.DrawLine (transform.position, new Vector3 (spot5.x,spot5.y,0));

                belowObjects1 = Physics2D.LinecastAll(transform.position,spot3);
                belowObjects2 = Physics2D.LinecastAll(transform.position,spot4);
                belowObjects3 = Physics2D.LinecastAll(transform.position,spot5);

                belowObjects = belowObjects1.Concat(belowObjects2).ToArray();
                belowObjects = belowObjects.Concat(belowObjects3).ToArray();

                foreach (RaycastHit2D below in belowObjects){
                    if (hurtThings.Contains (below.collider.tag)){
                        stompAttack = true;
                        stompAttacking = true;
                        stompTimer = time2Stomp;
                        break;
                    }
                }
            }

            if (stompAttack){
                rigidbody2D.AddForce (aDir * stompForce);
                if (rigidbody2D.velocity.x>0 && aDir.x<0){
                    rigidbody2D.AddForce (-Vector2.right * 80f);
                }
                else if (rigidbody2D.velocity.x<0 && aDir.x>0){
                    rigidbody2D.AddForce (Vector2.right * 80f);
                }

                stompAttack = false;
            }

            if (stompAttacking){
                if (stompTimer>0){
                    hitObjects = Physics2D.OverlapAreaAll(botLeft,topRight);

                    foreach (Collider2D hit in hitObjects){
                        if (hit.GetComponent<GetDamage>()){

                            getDamage = hit.GetComponent<GetDamage>();
                            getDamage.StartCoroutine(getDamage.SendDamage(spinDamage,blockType));

                            stompTimer = 0f;
                            break;
                        }
                        else if (hit.CompareTag("Platform")){
                            stompTimer = 0f;
                        }
                    }
                }

                if (stompTimer>0){
                    stompTimer -= Time.deltaTime;
                }
                if (stompTimer<=0){
                    ready2Attack = false;
                    stompAttacking = false;
                    recoveryTimer = time2Recover;
                }

            }

        }
        if (recoveryTimer>0){
            recoveryTimer -= Time.deltaTime;
        }
        //END STOMP ATTACK

        //////END ATTACKING SCRIPT//////

        //Jump Around
        if (allowJump && standing){
            allowJump = false;
            jumpTimer = time2Jump;

            if (aDir.x > 0){
                rigidbody2D.AddForce (jumpVectorR * jForce);
            }
            else if (aDir.x < 0){
                rigidbody2D.AddForce (jumpVectorL * jForce);
            }
        }

        if (standing && rigidbody2D.velocity.y<.1f){
            jumpTimer -= Time.deltaTime;
            if (jumpTimer<=0 && recoveryTimer<=0){
                allowJump = true;
            }
        }
    }