Example #1
0
    public void Use()
    {
        if (!pressed)
        {
            pressed = true;

            if (placed && placedMine == null)
            {
                placed = false;
                playerUI?.AbilityCooldown(timeout, controller.playerNr);
            }

            if (!placed && canPlace)
            {
                AudioManager1.instance.Play(toxicMineSound);
                placedMine = Instantiate(minePrefab, transform.position, Quaternion.identity).GetComponent <Explosive_ContactDamage>();
                placedMine.gameObject.layer = mineLayer;
                placedMine.transform.Find("Outline").GetComponent <SpriteRenderer>().color = controller.playerColor;
                //StartCoroutine(Cooldown());
                placed   = true;
                canPlace = false;
            }
            else if (placed)
            {
                placedMine.Explode();
                placed = false;
                playerUI?.AbilityCooldown(timeout, controller.playerNr);
            }
        }
    }
    public void Use()
    {
        if (canAttack && !pressed)
        {
            canAttack = false;
            pressed   = true;

            healthController.Stun(invincibilityTime, false);

            Collider2D[] targetColliders = Physics2D.OverlapCircleAll(transform.position, radius, gravMask);

            for (int i = 0; i < targetColliders.Length; i++)
            {
                IMovable newTarget = targetColliders[i].GetComponent <IMovable>();

                if (newTarget == null)
                {
                    newTarget = targetColliders[i].attachedRigidbody?.GetComponent <IMovable>();
                }

                if (newTarget != null)
                {
                    newTarget.ApplyTempExForce((transform.position - targetColliders[i].transform.position).normalized * force, forceTime);
                }
            }

            playerUI?.AbilityCooldown(timeout, playerNr);
        }
    }
Example #3
0
    public void Use()
    {
        if (canAttack && !inAction && !pressed)
        {
            canAttack = false;
            inAction  = true;
            controller.AbilityStun(true, true);

            currentNuke       = Instantiate(nukePrefab, transform.position, origin.rotation);
            currentNuke.layer = nukeLayer;
            currentNuke.GetComponent <WeaponController_Nuke>().playerNr    = playerNr;
            currentNuke.GetComponent <WeaponController_Nuke>().playerLayer = gameObject.layer;
            currentNuke.transform.Find("Outline").GetComponent <SpriteRenderer>().color = controller.playerColor;
        }
        else if (inAction && currentNuke == null)
        {
            inAction = false;
            controller.AbilityStun(false);
            playerUI?.AbilityCooldown(timeout, playerNr);
        }
    }
Example #4
0
    public void Use()
    {
        if (canHeal && !isPressed)
        {
            healParticles.Play();
            //controller.AbilityStun(true);
            //StartCoroutine(HealOverTime());
            canHeal = false;
            healthController.Heal(healthBonus);
            playerUI?.AbilityCooldown(healTimeout, playerNr);
        }

        isPressed = true;
    }
Example #5
0
    public void Use()
    {
        if (!pressed && canClone)
        {
            pressed  = true;
            canClone = false;
            GameObject newClone = Instantiate(clonePrefab, transform.position, Quaternion.identity, transform);
            GameManager.SetLayer(newClone.transform, gameObject.layer);
            newClone.GetComponent <PlayerController>().playerNr    = controller.playerNr;
            newClone.GetComponent <PlayerController>().playerColor = controller.playerColor;

            playerUI?.AbilityCooldown(timeout, controller.playerNr);
        }
    }
Example #6
0
    public void Use()
    {
        if (canDash && !isPressed && playerMovement.direction != Vector2.zero)
        {
            playerMovement.ApplyTempExForce(playerMovement.direction.normalized * speed, duration);
            controller.AbilityStun(true);
            canDash = false;
            playerUI?.AbilityCooldown(timeout, controller.playerNr);
        }
        else if (!canDash)
        {
            controller.AbilityStun(false);
        }

        isPressed = true;
    }
    public void Use()
    {
        if (canAttack && !pressed)
        {
            AudioManager1.instance.Play(iceSound);
            waveParticles.Play();

            canAttack = false;
            pressed   = true;

            Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, radius, hitMask);

            for (int i = 0; i < hits.Length; i++)
            {
                HitCollider(hits[i]);
            }

            playerUI?.AbilityCooldown(cooldown, playerNr);
        }
    }