Exemple #1
0
 public void hitboxUpdate()
 {
     if (_state == ColliderState.Closed)
     {
         return;
     }
     Collider2D[] colliders = Physics2D.OverlapBoxAll(transform.position, hitboxSize, 0, mask);
     for (int i = 0; i < colliders.Length; i++)
     {
         Collider2D aCollider = colliders[i];
         _responder?.collisionedWith(aCollider);
     }
     _state = colliders.Length > 0 ? ColliderState.Colliding : ColliderState.Open;
     stopCheckingCollision();
 }
Exemple #2
0
    public void hitboxUpdate()
    {
        // if (state == ColliderState.Closed) { return; }
        Collider2D[] colliders = Physics2D.OverlapBoxAll(transform.position + offset, halfExtent * 2, transform.rotation.y, layerMask);

        for (int i = 0; i < colliders.Length; i++)
        {
            Collider2D aCollider = colliders[i];

            // Make sure you are not hitting yourself
            if (aCollider.transform.parent != transform.parent)
            {
                responder?.collisionedWith(aCollider);
            }
        }

        state = colliders.Length > 0 ? ColliderState.Colliding : ColliderState.Open;
    }
Exemple #3
0
    private void Update()
    {
        if (_state == ColliderState.Closed)
        {
            endHitbox();
            return;
        }

        playerOrientation = transform.GetComponent <PlayerManager>().getPlayerOrientation();

        //Update Hitbox location and orientation to follow player
        hitboxPosition = transform.position + Quaternion.Euler(0, (float)playerOrientation, 0) * hitboxPosOffset[hitboxIndex];
        hitboxRotation = Quaternion.Euler(0, (float)playerOrientation, 0) * hitboxRotOffset[hitboxIndex];
        hitboxSize     = hitboxSizeList[hitboxIndex];

        //Decrement move up-time timer
        hitboxTimer[hitboxIndex] = hitboxTimer[hitboxIndex] - Time.deltaTime;

        //Check for collision
        Collider[] colliders = Physics.OverlapBox(hitboxPosition, hitboxSize, hitboxRotation, LayerMask.GetMask("Hurtbox"));

        if (colliders.Length == 0)
        {
            _state = ColliderState.Open;
        }

        foreach (Collider c in colliders)
        {
            //Do not count collisions with yourself
            if (c.transform.root == transform)
            {
                continue;
            }

            //FIXME: for now, just apply knock back, will compartmentalize this later
            if (_state == ColliderState.Colliding)
            {
                _state = ColliderState.Inactive;
            }
            else
            {
                _state = ColliderState.Colliding;
            }

            if (_responder != null && _state == ColliderState.Colliding)
            {
                _responder.collisionedWith(c, moveName);
            }

            //FIXME: This is what you're going to need to change if you want 1 hitbox to affect more than one person

//            c.transform.root.GetComponent<Player>().hitStunTimer = 1f;
//            c.transform.root.GetComponent<Rigidbody>().AddForce(new Vector3(30, 30, 0));
        }


        //Check if move is finished
        if (hitboxTimer[hitboxIndex] <= 0f)
        {
            //Out of hitboxes, this move is done
            if (hitboxIndex >= hitboxNumStates - 1)
            {
                endHitbox();
            }

            //Still more hitboxes, make sure each hitbox hits only once
            else
            {
                hitboxIndex++;
                if (_state == ColliderState.Inactive)
                {
                    _state = ColliderState.Open;
                }
            }
        }
    }