Exemple #1
0
 void ShootGunBlast()
 {
     mAttackType   = attackTypes.forthAttack;
     readyToAttack = false;
     //Debug.Log("Shutgun");
     StartCoroutine(ShotGunBlast());
 }
Exemple #2
0
 void BulletRingAttack()
 {
     mAttackType   = attackTypes.secondAttack;
     readyToAttack = false;
     Debug.Log("Ring attack");
     StartCoroutine(BulletRingAttackMovement());
 }
Exemple #3
0
    //Change the currently set attack
    void changeAttack()
    {
        if (Input.GetKeyDown(KeyCode.K))
        {
            switch (currAttack)
            {
            case 0:
                attack     = attackTypes.icicle;
                currAttack = 1;
                break;

            case 1:
                attack     = attackTypes.snowGun;
                currAttack = 2;
                break;

            case 2:
                attack     = attackTypes.snowCluster;
                currAttack = 3;
                break;

            case 3:
                attack     = attackTypes.snowBall;
                currAttack = 0;
                break;

            case 4:
                attack     = attackTypes.snowBall;
                currAttack = 0;
                break;
            }
        }
    }
Exemple #4
0
    void SlamAttack()
    {
        mAttackType   = attackTypes.thirdAttack;
        readyToAttack = false;
        Debug.Log("Starting slam");

        StartCoroutine(SlamAttackMovement());
    }
Exemple #5
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    private Vector2 shakingCamLoc; //Where the camera should move to

    // Start is called before the first frame update
    void Start()
    {
        attack       = attackTypes.snowBall; //Set first attack
        currAttack   = 0;
        rb2d         = gameObject.GetComponent <Rigidbody2D>();
        camTransform = Camera.main.transform;
        storeBullets = GameObject.Find("_bullets");
    }
Exemple #6
0
    //bool spawningMinions = false;
    void SpawnMinions()
    {
        mAttackType = attackTypes.thirdAttack;
        //spawningMinions = true;
        readyToAttack = false;
        Debug.Log("Starting spawn");
        //attacking = false;

        attackCD = attackSpeed;

        StartCoroutine(Spawning());
    }
Exemple #7
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    public ironSword()
    {
        weaponType w_type = weaponType.shortsword;

        attackTypes[] a_Type = new attackTypes[] { attackTypes.piercing, attackTypes.slashing };

        WeaponName        = "Iron Sword";
        WeaponDescription = "A simple sword of iron.  A basic weapon of footsoldiers, and sellswords.";

        RangeMin = 1;
        RangeMax = 1;

        DamageMin = 6;
        DamageMax = 10;

        LevelRequirement    = 1;
        StrengthRequirement = 3;
        AgilityRequirement  = 2;

        //PassiveAbility;
        //ActiveAbility;
    }
Exemple #8
0
    IEnumerator CoolDown()
    {
        attackSpeed = 2;
        //reset attack cooldown
        if (mbossPhase == bossPhases.phase1)
        {
            attackSpeed = Random.Range(3, 4);
        }
        else
        {
            attackSpeed = Random.Range(2, 3);
        }

        //Debug.Log("cooling down");
        yield return(new WaitForSeconds(attackSpeed));

        //spawningMinions = false;
        //Debug.Log("ready to attack");
        attackCD      = 0;
        readyToAttack = true;
        attacking     = false;
        _currentlyInAttackMovement = false;
        mAttackType = attackTypes.none;
    }
Exemple #9
0
 //attacks
 void ThrustHandAttack()
 {
     mAttackType = attackTypes.firstAttack;
     Debug.Log("Starting Thrust");
     StartCoroutine(ThrustForward());
 }