Exemple #1
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Enemy")
        {
            EnemyFlying fly    = collision.GetComponent <EnemyFlying>();
            EnemyGround ground = collision.GetComponent <EnemyGround>();
            if (fly == null)
            {
                ground.ApplyDamage(damage);
            }
            else
            {
                fly.ApplyDamage(damage);
            }
        }

        if (collision.tag == "Enemy" || collision.tag == "Ground" || collision.tag == "Wall")
        {
            Destroy(gameObject);
        }
    }
 void Start()
 {
     enemyGround = transform.parent.GetComponent <EnemyGround>();
     enemyFlying = transform.parent.GetComponent <EnemyFlying>();
 }
Exemple #3
0
 // Use this for initialization
 void Start()
 {
     enemy = GetComponent <EnemyFlying> ();
 }
 private void Start()
 {
     enemyFlyingComponent = this.GetComponentInParent <EnemyFlying>();
     this.GetComponent <BoxCollider>().size = new Vector3(enemyFlyingComponent.dodgeDistance, 350, enemyFlyingComponent.dodgeDistance);
 }
    void Update()
    {
        // Get current dpad presses
        if (Input.GetAxis("DPadX") == 1 && lastDpadX != 1)
        {
            right = true;
        }
        else
        {
            right = false;
        }
        if (Input.GetAxis("DPadX") == -1 && lastDpadX != -1)
        {
            left = true;
        }
        else
        {
            left = false;
        }
        if (Input.GetAxis("DPadY") == 1 && lastDpadY != 1)
        {
            up = true;
        }
        else
        {
            up = false;
        }
        if (Input.GetAxis("DPadY") == -1 && lastDpadY != -1)
        {
            down = true;
        }
        else
        {
            down = false;
        }
        // Save last direction
        lastDpadX = (int)Input.GetAxis("DPadX");
        lastDpadY = (int)Input.GetAxis("DPadY");

        // On pickup pressed
        if (Input.GetButtonDown("Pickup"))
        {
            // If successful pickup
            if (PickupManager.Instance.pickupActive())
            {
                // Equip item if it is equipable
                switch (InventoryManager.Instance.LastPickup.itemType)
                {
                case InventoryItem.ItemType.MeleeWeapon:
                {
                    EquipWeapon(InventoryManager.Instance.LastPickup);
                    break;
                }

                case InventoryItem.ItemType.RangedWeapon:
                {
                    EquipWeapon(InventoryManager.Instance.LastPickup);
                    break;
                }

                case InventoryItem.ItemType.Armor:
                {
                    EquipArmor(InventoryManager.Instance.LastPickup);
                    break;
                }

                default:
                {
                    break;
                }
                }
            }
        }

        // On HealthPotion pressed
        if (Input.GetButtonDown("HealingPotion"))
        {
            LinkedList <InventoryItem> potions;

            if (InventoryManager.Instance.Inventory.TryGetValue(InventoryItem.ItemType.Potion, out potions))
            {
                // Get the First Potion
                LinkedListNode <InventoryItem> node = potions.First;
                while (node != null)
                {
                    if (((Potion)node.Value).potionType == Potion.PotionType.Healing)
                    {
                        Potion currPotion = (Potion)node.Value;
                        currPotion.isUsed     = true;
                        currPotion.potionType = Potion.PotionType.Empty;
                        currPotion.sprite     = currPotion.emptyPotion;

                        PlayerManager.Instance.HealingPotion();
                        break;
                    }
                    node = node.Next;
                }
            }
        }

        // On StrengthPotion pressed
        if (Input.GetButtonDown("StrengthPotion"))
        {
            LinkedList <InventoryItem> potions;

            if (InventoryManager.Instance.Inventory.TryGetValue(InventoryItem.ItemType.Potion, out potions))
            {
                // Get the First Potion
                LinkedListNode <InventoryItem> node = potions.First;
                while (node != null)
                {
                    if (((Potion)node.Value).potionType == Potion.PotionType.Strength)
                    {
                        Potion currPotion = (Potion)node.Value;
                        currPotion.isUsed     = true;
                        currPotion.potionType = Potion.PotionType.Empty;
                        currPotion.sprite     = currPotion.emptyPotion;

                        PlayerManager.Instance.SetBuff(true);
                        _strengthPotionCurrentDuration = _strengthPotionMaxDuration;
                        break;
                    }
                    node = node.Next;
                }
            }
        }

        // On Attack
        if (Input.GetButtonDown("Attack"))
        {
            if (currentWeapon != null)
            {
                // If melee weapon equiped
                if (currentWeapon.itemType == InventoryItem.ItemType.MeleeWeapon)
                {
                    // Cast to weapon
                    MeleeWeapon curr = (MeleeWeapon)currentWeapon;
                    // Play corresponding animation
                    switch (curr.meleeWeaponType)
                    {
                    case MeleeWeapon.MeleeWeaponType.Sword:
                    {
                        playerAnim.SetTrigger("AttackSword");
                        break;
                    }

                    case MeleeWeapon.MeleeWeaponType.Lance:
                    {
                        playerAnim.SetTrigger("AttackLance");
                        break;
                    }

                    default:
                    {
                        Debug.LogError("Invalid melee weapon type");
                        break;
                    }
                    }
                    // Raycast against enemies
                    RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, new Vector2(playerRenderer.flipX ? -1 : 1, 0),
                                                               curr.range, LayerMask.GetMask("Enemy"));
                    // Show range in debug
                    Debug.DrawLine(transform.position, transform.position + new Vector3(playerRenderer.flipX ? -1 : 1, 0) * curr.range, Color.white, .2f);
                    // Apply damage and knockback
                    foreach (RaycastHit2D hit in hits)
                    {
                        if (!hit.collider.isTrigger)
                        {
                            // Knockback
                            hit.rigidbody.AddForceAtPosition((new Vector3(playerRenderer.flipX ? -1 : 1, 0)) * curr.damage, hit.point, ForceMode2D.Impulse);
                            // Damage
                            EnemyFlying fly    = hit.transform.GetComponent <EnemyFlying>();
                            EnemyGround ground = hit.transform.GetComponent <EnemyGround>();
                            if (fly == null)
                            {
                                ground.ApplyDamage(curr.damage * (int)PlayerManager.Instance.DmgAmp());
                            }
                            else
                            {
                                fly.ApplyDamage(curr.damage * (int)PlayerManager.Instance.DmgAmp());
                            }
                            // Particle
                            Instantiate(hitPrefab, hit.point, Quaternion.identity, hit.transform);
                        }
                    }
                }
                // Otherwise has to be ranged weapon
                else
                {
                    // Cast to weapon
                    RangedWeapon curr = (RangedWeapon)currentWeapon;
                    // Play corresponding animation
                    switch (curr.rangedWeaponType)
                    {
                    case RangedWeapon.RangedWeaponType.Bow:
                    {
                        playerAnim.SetTrigger("AttackBow");
                        break;
                    }

                    default:
                    {
                        Debug.LogError("Invalid ranged weapon type");
                        break;
                    }
                    }
                    // Fire projectile
                    GameObject newProj = Instantiate(projectilePrefab, transform.position, Quaternion.Euler(0, 0, playerRenderer.flipX ? 0 : 180));
                    newProj.GetComponent <PlayerProjectile>().damage = curr.damage * (int)PlayerManager.Instance.DmgAmp();
                    newProj.GetComponent <PlayerProjectile>().range  = curr.range;
                    newProj.GetComponent <Rigidbody2D>().velocity    = new Vector3(playerRenderer.flipX ? -1 : 1, 0) * newProj.GetComponent <PlayerProjectile>().moveSpeed;
                }
            }
        }

        // On switch pickup pressed
        if (down)
        {
            PickupManager.Instance.switchActive();
        }

        // Debug drop item / switch weapon type
        if (up)
        {
            // Change type
            changeWeaponType();
        }

        // Switch active weapon right
        if (right)
        {
            // If we have a weapon
            if (currentWeapon != null)
            {
                LinkedList <InventoryItem> currWeapons;
                // Try to get the current weapon list
                if (InventoryManager.Instance.Inventory.TryGetValue(currentType, out currWeapons))
                {
                    // Find the weapon in the inventory
                    LinkedListNode <InventoryItem> node = currWeapons.Find(currentWeapon);
                    // Select the next weapon (or first again)
                    EquipWeapon(node.Next == null ? currWeapons.First.Value : node.Next.Value);
                }
            }
            else
            {
                LinkedList <InventoryItem> currWeapons;
                // Try to get the current weapon list
                if (InventoryManager.Instance.Inventory.TryGetValue(currentType, out currWeapons))
                {
                    // Select the last weapon if possible
                    if (currWeapons.Count > 0)
                    {
                        EquipWeapon(currWeapons.Last.Value);
                    }
                }
            }
        }

        // Switch active weapon left
        if (left)
        {
            // If we have a weapon
            if (currentWeapon != null)
            {
                LinkedList <InventoryItem> currWeapons;
                // Try to get the current weapon list
                if (InventoryManager.Instance.Inventory.TryGetValue(currentType, out currWeapons))
                {
                    // Find the weapon in the inventory
                    LinkedListNode <InventoryItem> node = currWeapons.Find(currentWeapon);
                    // Select the next weapon (or last again)
                    EquipWeapon(node.Previous == null ? currWeapons.Last.Value : node.Previous.Value);
                }
            }
            else
            {
                LinkedList <InventoryItem> currWeapons;
                // Try to get the current weapon list
                if (InventoryManager.Instance.Inventory.TryGetValue(currentType, out currWeapons))
                {
                    // Select the first weapon if possible
                    if (currWeapons.Count > 0)
                    {
                        EquipWeapon(currWeapons.First.Value);
                    }
                }
            }
        }

        // Keep track of the strength potion effect
        if (PlayerManager.Instance.isBuffed)
        {
            _strengthPotionCurrentDuration -= Time.fixedDeltaTime;
            if (_strengthPotionCurrentDuration <= 0f)
            {
                PlayerManager.Instance.SetBuff(false);
            }
        }
    }