public void attackFinished() { //attackDone = true; Collider2D hitBomb = Physics2D.OverlapCircle(hitSpace.transform.position, 0.3f, 1 << LayerMask.NameToLayer("Bomb")); if (hitBomb != null) { bombFunctions bomb = hitBomb.gameObject.GetComponent("bombFunctions") as bombFunctions; bomb.explode(); } Collider2D hit = Physics2D.OverlapCircle(hitSpace.transform.position, 0.40f, 1 << LayerMask.NameToLayer("Player")); if (hit != null) { if (blood != null) { GameObject b = (GameObject)Instantiate(blood); b.transform.position = new Vector2(hit.gameObject.transform.position.x, hit.gameObject.transform.position.y); Vector3 dir = transform.position - blood.transform.position; dir.z = 0; dir.Normalize(); float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; b.transform.rotation = Quaternion.Slerp(blood.transform.rotation, Quaternion.Euler(0, 0, angle), 1f); } stats tStats = hit.gameObject.GetComponent("stats") as stats; tStats.damage(gameObject); } anim.SetBool("IsAttacking", false); }
public void attackFinished() { attackDone = true; Collider2D hitBomb = Physics2D.OverlapCircle(hitSpace.transform.position, 0.20f, 1 << LayerMask.NameToLayer("Bomb")); if (hitBomb != null) { bombFunctions bomb = hitBomb.gameObject.GetComponent("bombFunctions") as bombFunctions; bomb.explode(); } float hitRadius = 0.25f; if (stat.isMonster) { hitRadius = 0.4f; } Collider2D hit = Physics2D.OverlapCircle(hitSpace.transform.position, hitRadius, 1 << LayerMask.NameToLayer("Victim")); if (hit != null) { Brain temp = hit.gameObject.GetComponent("Brain") as Brain; GameObject blood = (GameObject)Instantiate(temp.blood); blood.transform.position = new Vector2(hit.gameObject.transform.position.x, hit.gameObject.transform.position.y); Vector3 dir = transform.position - blood.transform.position; dir.z = 0; dir.Normalize(); float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; blood.transform.rotation = Quaternion.Slerp(blood.transform.rotation, Quaternion.Euler(0, 0, angle), 1f); stats tStats = hit.gameObject.GetComponent("stats") as stats; tStats.damage(gameObject); } }