private void SetWeaponStats(MeleeScript weapon) { Damage = weapon.Damage; ClipSize = 1; RoF = weapon.RoF; ReloadSpeed = 0; Range = weapon.Range; }
public override void Open(HSDReader Reader) { List <byte> data = new List <byte>(); byte cmd = Reader.ReadByte(); while (cmd != 0) { int size = MeleeScript.GetCommandSize(cmd); data.Add(cmd); data.AddRange(Reader.ReadBytes(size - 1)); cmd = Reader.ReadByte(); } Data = data.ToArray(); }
// Use this for initialization void Start() { theHeroMeleeSystem = GetComponent <MeleeScript>(); #if UNITY_STANDALONE theHeroRangeSystem = GetComponent <HeroRangeScript>(); //theAttackButton = GameObject.Find("AttackButton"); //theAttackButton.SetActive(false); //ItemUI = GameObject.Find(m_ItemUI_Name); //Debug.Log("Item Canvas name: " + ItemUI.name); //ItemUI.gameObject.SetActive(false); #else thePlayerJoystick = GameObject.FindObjectOfType <PlayerDrag>(); //theAttackButton = GameObject.Find("AttackButton"); #endif }
public void ManageMeleeAttack(MeleeScript attacker, HealthScript victim) { //if (particleSystem == null) //{ // Debug.Log("Finding blood particle: " + m_NameOfParticleSys); // particleSystem = GameObject.Find(m_NameOfParticleSys); //} //if (debugginMesh == null) // debugginMesh = GameObject.Find("Remove TODO").GetComponent<TextMesh>(); float m_damage_ = attacker.m_damage_; // If the enemy has a magic defense //Debug.Log("Passing to ManageMeleeAttack"); if (victim.GetComponent <MagicDefendScript>() != null) { // If the attack has no magic attack, reduce the damage! if (attacker.GetComponent <MagicAttackScript>() == null) { m_damage_ *= 0.75f; } else { m_damage_ *= attacker.GetComponent <MagicAttackScript>().CompareEffectiveOfThisToOtherMagic(victim.GetComponent <MagicDefendScript>()); } } // If the victim has no magic defense and the attack has a magic attack, just multiply the health! else if (attacker.GetComponent <MagicAttackScript>() != null) { m_damage_ *= 1.25f; } victim.modifyHealth(-m_damage_); //Debug.Log("Trying to play particle effects in: " + particleSystem.name); //debugginMesh.text = "Trying to find particle system: " + particleSystem.name; if (m_bloodParticleSystem != null) { Debug.Log("Playing particle effects"); //debugginMesh.text = "Successful playing particle effects"; #if UNITY_ANDROID //particleSystem.SetActive(true); //particleSystem.GetComponent<ParticleScript>().resetToActive(); #endif //Vector3 directionOfParticle = victim.transform.position - attacker.transform.position; //directionOfParticle = new Vector3(directionOfParticle.x * victim.transform.localScale.x, directionOfParticle.y * victim.transform.localScale.y); //particleSystem.transform.position = directionOfParticle + victim.transform.position; m_bloodParticleSystem.transform.position = victim.transform.position; m_bloodParticleSystem.GetComponent <ParticleScript>().playEffect(); } }
public void Explode() { if (!exploded) { Instantiate(explosionParticle, transform.position, transform.rotation); Collider2D collider = Physics2D.OverlapCircle(transform.position, radius); Enemy enemy = collider.GetComponent <Enemy>(); Patrol2 enemyMech = collider.GetComponent <Patrol2>(); MeleeScript enemyMelee = collider.GetComponent <MeleeScript>(); flyEnemy enemyfly = collider.GetComponent <flyEnemy>(); GroundMechScript groundMech = collider.GetComponent <GroundMechScript>(); BossAI boss = collider.GetComponent <BossAI>(); if (enemy != null) { enemy.TakeDamage(damage); } else if (enemyMech != null) { enemyMech.TakeDamage(damage); } else if (enemyMelee != null) { enemyMelee.TakeDamage(damage); } else if (enemyfly != null) { enemyfly.TakeDamage(damage); } else if (groundMech != null) { groundMech.TakeDamage(damage); } else if (boss != null) { boss.TakeDamage(damage); } //Destroy(gameObject); exploded = true; sound.clip = explodeSound; sound.Play(); grenadeCollider.enabled = false; spriteRenderer.enabled = false; player.GetComponent <Weapon>().activeGrenadeCount -= 1; } }
// use this to kill the AI //void OnTriggerEnter2D(Collider2D hitInfo) //{ // Enemy enemy = hitInfo.GetComponent<Enemy>(); // Patrol2 enemyMech = hitInfo.GetComponent<Patrol2>(); // MeleeScript enemyMelee = hitInfo.GetComponent<MeleeScript>(); // flyEnemy enemyfly = hitInfo.GetComponent<flyEnemy>(); // GroundMechScript groundMech = hitInfo.GetComponent<GroundMechScript>(); // BossAI boss = hitInfo.GetComponent<BossAI>(); // if (enemy != null) // { // enemy.TakeDamage(Damage); // } // else if (enemyMech != null) // { // enemyMech.TakeDamage(Damage); // } // else if (enemyMelee != null) // { // enemyMelee.TakeDamage(Damage); // } // else if (enemyfly != null) // { // enemyfly.TakeDamage(Damage); // } // else if (groundMech != null) // { // groundMech.TakeDamage(Damage); // } // else if (boss != null) // { // boss.TakeDamage(Damage); // } // Instantiate(impactEffect, transform.position, transform.rotation); // Destroy(gameObject); // Destroy(other); //} void OnCollisionEnter2D(Collision2D hitInfo) { GameObject ultsomthing = GameObject.FindGameObjectWithTag("ulttag"); Ultimate u = ultsomthing.GetComponent <Ultimate>(); Enemy enemy = hitInfo.gameObject.GetComponent <Enemy>(); Patrol2 enemyMech = hitInfo.gameObject.GetComponent <Patrol2>(); MeleeScript enemyMelee = hitInfo.gameObject.GetComponent <MeleeScript>(); flyEnemy enemyfly = hitInfo.gameObject.GetComponent <flyEnemy>(); GroundMechScript groundMech = hitInfo.gameObject.GetComponent <GroundMechScript>(); BossAI boss = hitInfo.gameObject.GetComponent <BossAI>(); if (enemy != null) { enemy.TakeDamage(Damage); } else if (enemyMech != null) { enemyMech.TakeDamage(Damage); u.Ult += 0.03f; } else if (enemyMelee != null) { enemyMelee.TakeDamage(Damage); u.Ult += 0.03f; } else if (enemyfly != null) { enemyfly.TakeDamage(Damage); u.Ult += 0.03f; } else if (groundMech != null) { groundMech.TakeDamage(Damage); u.Ult += 0.03f; } else if (boss != null) { boss.TakeDamage(Damage); } Instantiate(impactEffect, transform.position, transform.rotation); Destroy(gameObject); Destroy(other); }