Example #1
0
    private void AttackPlayer(PlayerUnitController player)
    {
        PlayerVulnerability vulnerability = player.di.vulnerability;
        Vector2             lookVector    = new Vector2(physics.flip.Direction.ToFloat(), 1);

        if (vulnerability.IsGuardingInOpposingDirection(physics.flip.Direction))
        {
            float recoilTileForce;
            if (IsFullAssembly(player))
            {
                stateMachine.attack.StartStagger();
                recoilTileForce = data.guardFullAssemblyRecoilTileForce;
                // TODO: short stagger?
            }
            else
            {
                recoilTileForce = data.guardPartialAssemblyRecoilTileForce;
                Vector2 playerRecoil = RecoilHelpers.GetRecoilFromTo(player.transform, controller.transform, recoilTileForce);
                player.di.stateMachine.SetRecoilState(playerRecoil);
            }
        }
        else if (vulnerability.IsVulnerable())
        {
            PlayerDamageModule damage          = player.di.damage;
            Vector2            collisionRecoil = RecoilHelpers.GetRecoilNormalFromTo(player.transform, controller.transform);
            if (IsFullAssembly(player))
            {
                damage.TakeDamage(data.attackDamage, TileHelpers.TileToWorld(data.attackFullAssemblyRecoilTileForce) * collisionRecoil);
            }
            else
            {
                damage.TakeDamage(data.attackDamage, TileHelpers.TileToWorld(data.attackPartialAssemblyRecoilTileForce) * collisionRecoil);
            }
        }
    }
Example #2
0
    public void CastRay(Vector2 origin)
    {
        Vector2 rayVector = Vector2.down;
        float   skinWidth = Constants.SKIN_WIDTH;
        float   rayLength = this.rayLength + skinWidth;

        if (debug)
        {
            Debug.DrawLine(origin, origin + (rayVector * rayLength), Color.red);
        }
        RaycastHit2D hit = Physics2D.Raycast(origin, rayVector, rayLength, layerMask);

        if (hit)
        {
            PlayerUnitController player = InteractiveHelpers.GetPlayer(hit.collider);
            if (player)
            {
                float collideDistance = 1f;
                float allowedMove     = player.di.physics.movement.GetAllowedMovement(collideDistance, Dir4.down);
                if (allowedMove < collideDistance)
                {
                    PlayerDamageModule damage = player.di.damage;
                    damage.TakeFullDamage();
                }
            }
        }
    }
    public void Inject(PlayerUnitDI di)
    {
        hp     = di.hp;
        damage = di.damage;
        PlayerBaseStats stats = di.stats;

        OnStatsChange(stats);
        if (stats.OnChange != null)
        {
            stats.OnChange += OnStatsChange;
        }
    }
 public void Inject(PlayerUnitDI di)
 {
     physics = di.physics;
     damage  = di.damage;
 }