private void OnTriggerEnter2D(Collider2D other) { //Debug.Log(other.gameObject.name); if (other.gameObject.layer == LayerMask.NameToLayer("ProjWithGround") && other.gameObject.tag == "Enemy") { // Hit by enemy EnemyBaseClass enemy = other.gameObject.GetComponentInParent <EnemyBaseClass>(); EnemyAttackType enemyat = enemy.GetCurrentAttackType(); switch (enemyat) { case EnemyAttackType.DRAGONSTALET: TakeDamage(enemy.damage); break; case EnemyAttackType.BLOODYSHINGLER_NORMAL: TakeDamage(enemy.damage); break; case EnemyAttackType.BLOODYSHINGLER_DASH: TakeDamage(enemy.GetComponent <PT2Script>().dartDamage); break; case EnemyAttackType.APES_NORMAL: TakeDamage(enemy.damage); break; case EnemyAttackType.APES_DASH: TakeDamage(enemy.GetComponent <AWScript>().Dash); break; case EnemyAttackType.APES_ATTACK: TakeDamage(enemy.GetComponent <AWScript>().Attack); break; case EnemyAttackType.APES_ROCK: TakeDamage(enemy.GetComponent <AWScript>().Rock); break; case EnemyAttackType.APES_SHAKE: TakeDamage(enemy.GetComponent <AWScript>().Shake); break; } } }
public void ResetEnemyWeapon() { enemyRangeWeapon.SetCurrentRangeWeapon(WeaponPowerupController.GameWeapons.None); enemyMeleeWeapon.SetCurrentMeleeWeapon(WeaponPowerupController.GameWeapons.Punch); typeOfAttack = EnemyAttackType.Melee; _currentBehaviourTypeAI = EnemyAIMovementBehaviourType.SeekPlayerMeele; }
public void InitAttackInfo(EnemyAttackType type, GameObject bulletPref, int fireN) { attackType = type; bullet = bulletPref; fireDelay = enemyScript.attackDelay; fireNum = fireN; enemyScript.fireBullets = enemyScript.FireBullets(fireNum); }
/// <summary> /// 攻撃アニメーションの開始 /// </summary> /// <param name="attackType">攻撃の種類</param> public void StartAttackAnimation(EnemyAttackType attackType) { Assert.IsTrue(EnemyAttackTypeDictionary.dictionary.ContainsKey(attackType), attackType + "が定義されていません"); //パラメータ名を取得 string parameterName = EnemyAttackTypeDictionary.dictionary[attackType]; Assert.IsTrue(Array.Exists(animator.parameters, param => param.name == parameterName), parameterName + "が存在しません"); animator.SetTrigger(parameterName); }
public override int GetPower(EnemyAttackType type) { if (type == EnemyAttackType.Kiriage) { return(_kiriagePower); } else { return(_nagiharaiPower); } }
public override int GetPower(EnemyAttackType type) { if (type == EnemyAttackType.KioniHurioroshi) { return(_kioniHurioroshiPower); } else { return(_hurioroshiPower); } }
public override int GetPower(EnemyAttackType type) { if (type == EnemyAttackType.SwingDown) { return(_hurioroshiPower); } else { return(_nagiharaiPower); } }
public override int GetPower(EnemyAttackType type) { if (type == EnemyAttackType.SetunaCombo) { return(_comboPower); } else if (type == EnemyAttackType.SetsunaNagiharai) { return(_nagiharaiPower); } else { return(_thunderPower); } }
public override int GetPower(EnemyAttackType type) { return(hurioroshiPower); }
public abstract int GetPower(EnemyAttackType type);