private Animator anim;                  //Animator component

    void Start()
    {
        //assuming player can move
        canMove = true;

        //Get a reference to the required components
        input           = GetComponent <PlayerInput_custom>();
        rigidBody       = GetComponent <Rigidbody2D>();
        bodyCollider    = GetComponent <BoxCollider2D>();
        hitbox_Collider = GetComponentInChildren <WeaponCollider>();
        anim            = GetComponent <Animator>();

        //Record the original x scale of the player
        originalXScale = transform.localScale.x;

        //Record the player's height from the collider
        playerHeight = bodyCollider.size.y;

        //Record initial collider size and offset
        colliderStandSize   = bodyCollider.size;
        colliderStandOffset = bodyCollider.offset;

        //Calculate crouching collider size and offset
        colliderCrouchSize   = new Vector2(bodyCollider.size.x, bodyCollider.size.y / 2f);
        colliderCrouchOffset = new Vector2(bodyCollider.offset.x, bodyCollider.offset.y / 2f);
    }
    public void SetUpLayer(int layer)
    {
        gameObject.layer = layer;
        WeaponCollider weaponCollider = GetComponentInChildren <WeaponCollider>();;

        weaponCollider.SetUpLayer(layer);
        weaponCollider.Active = true;
    }
 private void OnTriggerStay(Collider other)
 {
     if (buying)
     {
         if (other.tag == "PlayerBody")
         {
             PlayerController pcont    = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();
             PlayerCombat     pcomb    = GameObject.FindGameObjectWithTag("Weapon").GetComponent <PlayerCombat>();
             WeaponCollider   weapColl = GameObject.FindGameObjectWithTag("Bic").GetComponent <WeaponCollider>();
             if (pcont.GetCash() >= 10)
             {
                 if (machineType == "BlueVendingMachine") //Blue - ammo
                 {
                     pcont.AlterCash(-10);
                     pcomb.SetMaxAmmo(10);
                     weapColl.baseAmmoGain += 0.1f;
                     print("Change");
                     UIElement.GetComponent <Text>().text = "Ink Ammo Increased";
                     StartCoroutine(ShowText());
                 }
                 if (machineType == "OrangeVendingMachine") //Orange - dash CD
                 {
                     pcont.AlterCash(-10);
                     pcont.SetDashCooldown(-0.15f);
                     UIElement.GetComponent <Text>().text = "Dodge Cooldown Decreased";
                     StartCoroutine(ShowText());
                 }
                 if (machineType == "GreenVendingMachine") //Green - Health
                 {
                     if (pcont.GetHealth() < pcont.GetMaxHealth())
                     {
                         pcont.AlterCash(-10);
                         pcont.AlterHealth(10, false);
                     }
                     UIElement.GetComponent <Text>().text = "Health Replenished";
                     StartCoroutine(ShowText());
                 }
                 if (machineType == "PurpleVendingMachine") //Purple - Attack Speed
                 {
                     pcont.AlterCash(-10);
                     weapColl.baseDamage += 0.2f;
                     pcomb.SetSwingSpeed(0.98f);
                     UIElement.GetComponent <Text>().text = "Attack Increased";
                     StartCoroutine(ShowText());
                 }
                 buying = false;
             }
         }
     }
 }
Exemple #4
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    public override void Use()
    {
        if (_weaponPlace == null)
        {
            _weaponPlace = GameObject.FindGameObjectWithTag("WeaponPlace");
        }
        _weapon = Instantiate(prefab, _weaponPlace.transform);

        PlayerController player          = PlayerController.instance;
        WeaponCollider   _weaponCollider = _weapon.AddComponent <WeaponCollider>();

        player.SetWeaponCollider(_weapon.GetComponent <Collider>());
        Elements outputDamagae = new Elements(damage);

        outputDamagae.Add(player.GetBaseDamage());
        _weaponCollider.SetDamage(outputDamagae);
    }
    void Start()
    {
        wasHit     = false;
        isDashing  = false;
        onGround   = true;
        isFalling  = false;
        isDead     = false;
        isBlocking = false;
        dashTime   = startDashTime;

        if (maxHealth < health)
        {
            maxHealth = health;
        }//adjusts health to max at start of game

        m_Animator     = GetComponent <Animator>();
        m_Rigidbody    = GetComponentInChildren <Rigidbody>();
        weaponCollider = GetComponentInChildren <WeaponCollider>();
    }//initializes values and components
    protected virtual float SetAttackRange()
    {
        if (weapon == null)
        {
            weapon = GetComponentInChildren <WeaponCollider>();
        }
        Vector3 size;

        if (weapon.GetComponent <Collider>() != null)
        {
            size = weapon.GetComponent <Collider>().bounds.size;
        }
        else
        {
            size = weapon.GetComponentInParent <Collider>().bounds.size;
        }
        float[] s = new float[] { size.x, size.y, size.z };

        return(s.Max() / 2 + GetComponent <CharacterController>().radius);
    }
    public void EnableCurrentWeaponCollider()
    {
        WeaponCollider wCollider = currentWeaponModel.GetComponent <WeaponCollider>();

        wCollider.EnableCollider();
    }