//check if something was hit public void Check4Hit() { //check if the player has hit something if (isplayer) { PlayerCombat_P2 playerCombat = transform.parent.GetComponent <PlayerCombat_P2>(); if (playerCombat != null) { playerCombat.CheckForHit(); } else { Debug.Log("no player combat component found on gameObject '" + transform.parent.name + "'."); } } else { //check if the enemy has hit something EnemyAI AI = transform.parent.GetComponent <EnemyAI>(); if (AI != null) { AI.CheckForHit(); } else { Debug.Log("no enemy AI component found on gameObject '" + transform.parent.name + "'."); } } }
//Lethal Forces public void GiveWeaponToPlayer2(GameObject player) { PlayerCombat_P2 pc = player.GetComponent <PlayerCombat_P2>(); if (pc) { pc.equipWeapon(weapon); } }
//spawn a projectile public void SpawnProjectile(string name) { GameObject projectile = GameObject.Instantiate(Resources.Load(name)) as GameObject; PlayerCombat_P2 playerCombat = transform.parent.GetComponent <PlayerCombat_P2>(); if (playerCombat) { //set projectile direction to player direction Projectile p = projectile.GetComponent <Projectile>(); if (p) { p.directionP2 = playerCombat.currentDirection; Weapon currentWeapon = playerCombat.GetCurrentWeapon(); if (currentWeapon != null) { p.SetDamage(playerCombat.GetCurrentWeapon().damageObject); } } //check if there is a spawn position for this weapon ProjectileSpawnPos spawnPos = playerCombat.weaponBone.GetComponentInChildren <ProjectileSpawnPos>(); if (spawnPos) { //spawn at projectile spawn position projectile.transform.position = spawnPos.transform.position; } else { //spawn at the weapon hand position if (playerCombat.weaponBone) { projectile.transform.position = playerCombat.weaponBone.transform.position; } } } }