// Use this for initialization void Start() { stuck = false; m_Rigidbody = GetComponent <Rigidbody>(); anotherScript = GetComponent <VRTK.Examples.Sword>(); leftMugsScript = leftParent.GetComponent <leftMugs>(); coffeeCounters = leftMugsScript.coffeeCounters; counter = 0; }
private void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "Sword" && canBeHit) { VRTK.Examples.Sword sword = collision.gameObject.GetComponent <VRTK.Examples.Sword>(); float toHit = UnityEngine.Random.Range(1, 20) + MeleeModifer; if (toHit >= AC) { anim.SetTrigger("GotHit"); int damage = UnityEngine.Random.Range(1, 10); if (sword.glowing) { Debug.Log("Extra Damage!"); damage += UnityEngine.Random.Range(1, 4); } float hapticStrength = damage / 10f; sword.Rumble(hapticStrength); HP = HP - damage; } else { int action = UnityEngine.Random.Range(0, 2); if (action != 2) { anim.SetInteger("Action", action); anim.SetTrigger("Dodging"); } } canBeHit = false; } if (collision.collider.tag == "Bow" && canBeHit) { float toHit = UnityEngine.Random.Range(1, 20) + RangedModifer; if (toHit >= AC) { anim.SetTrigger("GotHit"); int damage = UnityEngine.Random.Range(1, 10); HP = HP - damage; } else { int action = UnityEngine.Random.Range(0, 2); if (action != 2) { anim.SetInteger("Action", action); anim.SetTrigger("Dodging"); } } canBeHit = false; } }