Exemple #1
0
    void GetDamaged(Collider2D other)
    {
        int Damage = 1;

        if (other.name != "Environment Damage")
        {
            Damage_Script Dmg = other.gameObject.GetComponent <Damage_Script>();
            Damage = Dmg.HitDamage;
        }

        if (HP != 0)
        {
            if (HP - Damage > 0)
            {
                HP -= Damage;
            }
            else
            {
                HP   = 0;
                DEAD = 1;
            }
        }
        if (other.tag == "Bullet")
        {
            Vector2 BulletVel = other.gameObject.GetComponent <Rigidbody2D>().velocity;
            Rest = 0;
            Stun = 1;
            SelfRigid2D.velocity = BulletVel;
            Invoke("StunCool", 0.3f);
            Destroy(other.gameObject);
        }
    }
Exemple #2
0
    void ShotPlayer()
    {
        if ((Shooting == 0) && (Shooted < 3))
        {
            PlayerPos = Player.GetComponent <Transform>().position;
            SelfPos   = GetComponent <Transform>().position;

            Quaternion rotation = Quaternion.AngleAxis(PlayerDegree(), Vector3.forward);

            GameObject Bullet;

            Bullet = Instantiate(ShotPrefab, SelfPos, rotation);

            Bullet_behavior ShotVelocity = Bullet.GetComponent <Bullet_behavior>();
            Damage_Script   ShotDamage   = Bullet.GetComponent <Damage_Script>();

            Vector3 BulletVelocity = (PlayerPos - SelfPos);
            float   RangeKey       = Mathf.Sqrt(Mathf.Pow(BulletVelocity.x, 2) + Mathf.Pow(BulletVelocity.y, 2)) / 1;
            BulletVelocity = BulletVelocity / RangeKey * 20;

            ShotVelocity.Velocity = BulletVelocity;
            ShotDamage.HitDamage  = 1;

            Shooting = 1;
            Shooted++;
            Invoke("ShootCool", 0.8f);
        }
        if (Shooted == 3)
        {
            Invoke("Reload", 2f);
            Shooted++;
        }
    }
    void SpawnEnemy()
    {
        Vector3 PlayerPos = PlayerTransform.position;

        GameObject Enemy1;

        Enemy1 = Instantiate(Enemy1Prefab);

        Transform       EnemyT   = Enemy1.GetComponent <Transform>();
        Enemy1_behavior EnemySet = Enemy1.GetComponent <Enemy1_behavior>();
        Damage_Script   Damage   = Enemy1.GetComponent <Damage_Script>();

        EnemyT.position = RocateEnemy();

        EnemySet.Level   = EnemyLevel;
        Damage.HitDamage = 1;
    }
Exemple #4
0
    void GetDamaged(Collider2D other)      // Success
    {
        int Damage = 1;

        if (other.name != "Environment Damage")
        {
            Damage_Script Dmg = other.gameObject.GetComponent <Damage_Script>();
            Damage = Dmg.HitDamage;
        }

        if (Invincible == 0)
        {
            if (Armor != 0)
            {
                Armor     -= 1;
                Invincible = 1;
                //ArmorExplode();
                Invoke("UnInvincible", 1f);
            }
            else if (HP != 0)
            {
                if (HP - Damage > 0)
                {
                    HP        -= Damage;
                    Invincible = 1;
                    Invoke("UnInvincible", 1f);
                }
                else
                {
                    HP   = 0;
                    DEAD = 1;
                }
            }
            if (other.tag == "Enemy_Bullet")
            {
                Destroy(other.gameObject);
            }
        }
    }
Exemple #5
0
    void GunShot()      // Success
    {
        Vector3 PlayerPos = PlayerTransform.position;

        float      angle    = Mathf.Atan2(MousePrivatePos.y - PlayerPos.y, MousePrivatePos.x - PlayerPos.x) * Mathf.Rad2Deg;
        Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);

        GameObject Bullet;

        if ((Weapon != 2) && (Weapon != 4))
        {
            Bullet = Instantiate(RoundShotPrefab, PlayerPos, rotation);
        }
        else
        {
            Bullet = Instantiate(LongShotPrefab, PlayerPos, rotation);
        }

        Bullet_behavior ShotVelocity = Bullet.GetComponent <Bullet_behavior>();
        Damage_Script   ShotDamage   = Bullet.GetComponent <Damage_Script>();

        ShotVelocity.Velocity = (MousePrivatePos - PlayerPos) * BulletSpeed[Weapon];
        ShotDamage.HitDamage  = WeaponDamage[Weapon];

        if (Weapon == 3)
        {
            for (int i = 0; i <= 4; i++)
            {
                GameObject Bullets = Instantiate(RoundShotPrefab, PlayerPos, rotation);

                Bullet_behavior MoreShotVelocity = Bullets.GetComponent <Bullet_behavior>();
                Damage_Script   MoreShotDamage   = Bullets.GetComponent <Damage_Script>();

                MoreShotVelocity.Velocity = (MousePrivatePos - PlayerPos + new Vector3(Random.Range(-0.30f, 0.31f), Random.Range(-0.30f, 0.31f), 0)) * (BulletSpeed[Weapon] + Random.Range(-1.0f, 1.1f));
                MoreShotDamage.HitDamage  = WeaponDamage[Weapon];
            }
        }
    }