IEnumerator ActivateSword() { yield return(new WaitForSeconds(0.2f)); SwordCollider.SetActive(true); yield return(new WaitForSeconds(0.4f)); SwordCollider.SetActive(false); }
void Start() { localScale = transform.localScale; scaleTo = new Vector3(0, localScale.y, localScale.z); transform.localScale = scaleTo; Rotate(); sc = GetComponent <SwordCollider>(); StartCoroutine(GrowerNotShower()); }
// Use this for initialization void Start() { //playerInfo = GetComponent<PlayerInfoContainer> (); movementInfo = GetComponent <AbilityBasicMovement> (); playerAttackInfo = GetComponent <AttackInfoContainer> (); swordCollider = GameObject.Find("Sword Collider Down").GetComponent <SwordCollider> (); //Down swordColliderUp = GameObject.Find("Sword Collider Up").GetComponent <SwordCollider> (); swordColliderLeft = GameObject.Find("Sword Collider Left").GetComponent <SwordCollider> (); swordColliderRight = GameObject.Find("Sword Collider Right").GetComponent <SwordCollider> (); playerBody = GetComponent <Rigidbody2D> (); DirectionHandler = new FourDirectionSystem(); playerAnimator = GetComponent <Animator> (); }
//NOTE: Will need to add additional collider references for sprint attacks // and for the chain attacks if they end up being different void Start() { playerAttackInfo = GetComponent <AttackInfoContainer>(); swordCollider = GameObject.Find("Sword Collider Down").GetComponent <SwordCollider>(); //Down swordColliderUp = GameObject.Find("Sword Collider Up").GetComponent <SwordCollider>(); if (swordColliderUp == null) { Debug.Log("NULL UP "); } swordColliderLeft = GameObject.Find("Sword Collider Left").GetComponent <SwordCollider>(); swordColliderRight = GameObject.Find("Sword Collider Right").GetComponent <SwordCollider>(); playerBody = GetComponent <Rigidbody2D>(); //orientationSystem = GetComponent<OrientationSystem>(); DirectionHandler = new FourDirectionSystem(); playerAnimator = GetComponent <Animator>(); movementInfo = GetComponent <AbilityBasicMovement>(); comboCount = 0; bufferInput = false; chargeAttack = false; }
public override void Action(GameObject user, Ability ability) { Animator anim = user.GetComponent <Animator>(); anim.SetTrigger("isAttacking"); Vector2 direction = PlayerInformation.Direction; Vector3 swordHitPosition = new Vector3(user.transform.position.x, user.transform.position.y, 0); Vector3 position = new Vector3(swordHitPosition.x + (direction.x * range), swordHitPosition.y + (direction.y * range), 0); GameObject sword = GameObject.Instantiate(prefab, position, Quaternion.identity) as GameObject; sword.transform.parent = user.transform; SwordCollider swordCol = sword.GetComponent <SwordCollider>(); swordCol.User = user; swordCol.Action(ability); }
// Use this for initialization void Start() { playerAttackInfo = GetComponent <AttackInfoContainer> (); //playerOrientation = GetComponent<PlayerOrientation> (); movementInfo = GetComponent <AbilityBasicMovement> (); playerBody = GetComponent <Rigidbody2D> (); spriteRenderer = GetComponent <SpriteRenderer> (); animator = GetComponent <Animator> (); //orientationSystem = GetComponent<OrientationSystem> (); DirectionHandler = new FourDirectionSystem(); chargeAttackState = ChargeAttackState.Setup; colliderUp = GameObject.Find("cAttack Collider Up").GetComponent <SwordCollider> (); colliderDown = GameObject.Find("cAttack Collider Down").GetComponent <SwordCollider> (); colliderLeft = GameObject.Find("cAttack Collider Left").GetComponent <SwordCollider> (); colliderRight = GameObject.Find("cAttack Collider Right").GetComponent <SwordCollider> (); colliderUp.DisableCollider(); colliderDown.DisableCollider(); colliderRight.DisableCollider(); colliderLeft.DisableCollider(); }