public void HandleCollision(GameObject obj, Collider2D c)
        {
            if (collided)
            {
                // already collided, don't do anything
                return;
            }

            // stop the projectile
            collided = true;
            Stop();

            // destroy particle systems after a slight delay
            if (ProjectileDestroyParticleSystemsOnCollision != null)
            {
                foreach (ParticleSystem p in ProjectileDestroyParticleSystemsOnCollision)
                {
                    GameObject.Destroy(p, 0.1f);
                }
            }

            // play collision sound
            if (ProjectileCollisionSound != null)
            {
                ProjectileCollisionSound.Play();
            }

            // Play the collision particle system
            ProjectileExplosionParticleSystem.transform.position = ProjectileColliderObject.transform.position;
            ProjectileExplosionParticleSystem.Play();
            FireBaseScript.CreateExplosion(ProjectileColliderObject.transform.position, ProjectileExplosionRadius, ProjectileExplosionForce);
            c.gameObject.GetComponent <Health> ().TakeDamage(10);
        }
        public void HandleCollision(GameObject obj, Collision c)
        {
            if (collided)
            {
                // already collided, don't do anything
                return;
            }

            // stop the projectile
            collided = true;
            Stop();

            // destroy particle systems after a slight delay
            if (ProjectileDestroyParticleSystemsOnCollision != null)
            {
                foreach (ParticleSystem p in ProjectileDestroyParticleSystemsOnCollision)
                {
                    GameObject.Destroy(p, 0.1f);
                }
            }

            // play collision sound
            if (ProjectileCollisionSound != null)
            {
                ProjectileCollisionSound.Play();
            }

            // if we have contacts, play the collision particle system and call the delegate
            if (c.contacts.Length != 0)
            {
                ProjectileExplosionParticleSystem.transform.position = c.contacts[0].point;
                ProjectileExplosionParticleSystem.Play();
                FireBaseScript.CreateExplosion(c.contacts[0].point, ProjectileExplosionRadius, ProjectileExplosionForce);
                if (CollisionDelegate != null)
                {
                    CollisionDelegate(this, c.contacts[0].point);
                }
            }
            EnemyHealth enemyHealth = c.gameObject.GetComponent <EnemyHealth> ();

            if (enemyHealth != null)
            {
                enemyHealth.TakeDamage(100, c.transform.position);
            }

            PlayerHealth playerHealth = c.gameObject.GetComponent <PlayerHealth> ();

            if (playerHealth != null && playerHealth.currentHealth > 0)
            {
                GameObject player = playerHealth.gameObject;
                if (player.GetComponent <PlayerID>().playerUniqueName != this.ownerName)
                {
                    CmdTellServerWhoGotShot(player.GetComponent <PlayerID>().playerUniqueName, 20);
                    if (playerHealth.currentHealth <= 0)
                    {
                        IncreaseNumberOfKills(this.ownerName);
                    }
                }
            }
        }
        public void CreateExplosion(Vector3 pos)
        {
            prefabObject = GameObject.Instantiate(Prefabs[0]);
            prefabScript = prefabObject.GetComponent<FireBaseScript>();

            prefabObject.transform.position = pos;
            prefabObject.transform.rotation = Quaternion.identity;
        }
Exemple #4
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 private void StopCurrent()
 {
     // if we are running a constant effect like wall of fire, stop it now
     if (currentPrefabScript != null && currentPrefabScript.Duration > 10000)
     {
         currentPrefabScript.Stop();
     }
     currentPrefabObject = null;
     currentPrefabScript = null;
 }
        public void HandleCollision(GameObject obj, Collision c)
        {
            if (collided)
            {
                // already collided, don't do anything
                return;
            }

            // stop the projectile
            collided = true;
            Stop();

            // destroy particle systems after a slight delay
            if (ProjectileDestroyParticleSystemsOnCollision != null)
            {
                foreach (ParticleSystem p in ProjectileDestroyParticleSystemsOnCollision)
                {
                    GameObject.Destroy(p, 0.1f);
                }
            }

            // play collision sound
            if (ProjectileCollisionSound != null)
            {
                ProjectileCollisionSound.Play();
            }

            if (c.gameObject.tag == "Enemy")
            {
                //Debug.Log("ENEMY");

                float dmg = 0;

                if (ProjectileColliderObject.name == "FireballCollider")
                {
                    dmg = GM.mgr_spells.calculateDamage("FF");
                }

                c.gameObject.GetComponent <MonsterAI>().health -= dmg;
            }


            // if we have contacts, play the collision particle system and call the delegate
            if (c.contacts.Length != 0)
            {
                ProjectileExplosionParticleSystem.transform.position = c.contacts[0].point;
                ProjectileExplosionParticleSystem.Play();
                FireBaseScript.CreateExplosion(c.contacts[0].point, ProjectileExplosionRadius, ProjectileExplosionForce);
                if (CollisionDelegate != null)
                {
                    CollisionDelegate(this, c.contacts[0].point);
                }
            }
        }
        public void HandleCollision(GameObject obj, Collision c)
        {
            if (collided)
            {
                // already collided, don't do anything
                return;
            }

            // stop the projectile
            collided = true;
            Stop();

            // destroy particle systems after a slight delay
            if (ProjectileDestroyParticleSystemsOnCollision != null)
            {
                foreach (ParticleSystem p in ProjectileDestroyParticleSystemsOnCollision)
                {
                    GameObject.Destroy(p, 0.1f);
                }
            }

            // play collision sound
            if (ProjectileCollisionSound != null)
            {
                ProjectileCollisionSound.Play();
            }

            // if we have contacts, play the collision particle system and call the delegate
            if (c.contacts.Length != 0)
            {
                /*
                 * Collider[] colliders = Physics.OverlapSphere(transform.position, ProjectileExplosionRadius, ProjectileCollisionLayers);
                 * for (int i = 0; i < colliders.Length; i++)
                 * {
                 *  Rigidbody targetRigidbody = colliders[i].GetComponent<Rigidbody>();
                 *
                 *  if (!targetRigidbody)
                 *  {
                 *      continue;
                 *  }
                 *  targetRigidbody.AddExplosionForce(ProjectileExplosionForce, transform.position, ProjectileExplosionRadius);
                 *
                 * }
                 */
                ProjectileExplosionParticleSystem.transform.position = c.contacts[0].point;
                ProjectileExplosionParticleSystem.Play();
                FireBaseScript.CreateExplosion(c.contacts[0].point, ProjectileExplosionRadius, ProjectileExplosionForce);
                if (CollisionDelegate != null)
                {
                    CollisionDelegate(this, c.contacts[0].point);
                }
            }
        }
Exemple #7
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        public void HandleCollision(GameObject obj, Collision c)
        {
            if (collided)
            {
                // already collided, don't do anything
                return;
            }

            // stop the projectile
            collided = true;
            Stop();

            // destroy particle systems after a slight delay
            if (ProjectileDestroyParticleSystemsOnCollision != null)
            {
                foreach (ParticleSystem p in ProjectileDestroyParticleSystemsOnCollision)
                {
                    GameObject.Destroy(p);
                }
            }

            // play collision sound
            if (ProjectileCollisionSound != null)
            {
                ProjectileCollisionSound.Play();
            }

            if (c.collider.tag.Equals("Monster"))
            {
                Monster monster = c.collider.gameObject.GetComponent <Monster>();
                monster.takeDamage(bulletDamage, firstElementType, secondElementType);

                // increament the level of all elements
                fireLevelController.IncrementElement(1);
                waterLevelController.IncrementElement(1);
                earthLevelController.IncrementElement(1);
                windLevelController.IncrementElement(1);
            }

            // if we have contacts, play the collision particle system and call the delegate
            if (c.contacts.Length != 0)
            {
                ProjectileExplosionParticleSystem.transform.position = c.contacts[0].point;
                ProjectileExplosionParticleSystem.Play();
                FireBaseScript.CreateExplosion(c.contacts[0].point, ProjectileExplosionRadius, ProjectileExplosionForce);
                if (CollisionDelegate != null)
                {
                    CollisionDelegate(this, c.contacts[0].point);
                }
            }
        }
 private void Awake()
 {
     // find a point light
     firePointLight = gameObject.GetComponentInChildren<Light>();
     if (firePointLight != null)
     {
         // we have a point light, set the intensity to 0 so it can fade in nicely
         lightIntensity = firePointLight.intensity;
         firePointLight.intensity = 0.0f;
         baseY = firePointLight.gameObject.transform.position.y;
     }
     seed = UnityEngine.Random.value * Seed;
     fireBaseScript = gameObject.GetComponent<FireBaseScript>();
 }
Exemple #9
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 private void Awake()
 {
     // find a point light
     firePointLight = gameObject.GetComponentInChildren <Light>();
     if (firePointLight != null)
     {
         // we have a point light, set the intensity to 0 so it can fade in nicely
         lightIntensity           = firePointLight.intensity;
         firePointLight.intensity = 0.0f;
         baseY = firePointLight.gameObject.transform.position.y;
     }
     seed           = UnityEngine.Random.value * Seed;
     fireBaseScript = gameObject.GetComponent <FireBaseScript>();
 }
Exemple #10
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    private void BeginEffect(int i)
    {
        Vector3    pos;
        float      yRot     = transform.rotation.eulerAngles.y;
        Vector3    forwardY = Quaternion.Euler(0.0f, yRot, 0.0f) * Vector3.forward;
        Vector3    forward  = transform.forward;
        Vector3    right    = transform.right;
        Vector3    up       = transform.up;
        Quaternion rotation = Quaternion.identity;

        currentPrefabObject = GameObject.Instantiate(Prefabs[i]);
        currentPrefabScript = currentPrefabObject.GetComponent <DigitalRuby.PyroParticles.FireConstantBaseScript>();
        if (currentPrefabScript == null)
        {
            // temporary effect, like a fireball
            currentPrefabScript = currentPrefabObject.GetComponent <DigitalRuby.PyroParticles.FireBaseScript>();
            if (currentPrefabScript.IsProjectile)
            {
                // set the start point near the player
                rotation = transform.rotation;
                pos      = transform.position + forward;
                //  pos = transform.position + forward + right + up;
            }
            else
            {
                // set the start point in front of the player a ways
                pos = transform.position + (forwardY * 10.0f);
            }
        }
        else
        {
            // set the start point in front of the player a ways, rotated the same way as the player
            pos      = transform.position + (forwardY * 5.0f);
            rotation = transform.rotation;
            pos.y    = 0.0f;
        }


        DigitalRuby.PyroParticles.FireProjectileScript projectileScript = currentPrefabObject.GetComponentInChildren <DigitalRuby.PyroParticles.FireProjectileScript>();
        if (projectileScript != null)
        {
            // make sure we don't collide with other friendly layers
            projectileScript.ProjectileCollisionLayers &= (~UnityEngine.LayerMask.NameToLayer("FriendlyLayer"));
        }


        currentPrefabObject.transform.position = pos;
        currentPrefabObject.transform.rotation = rotation;
    }
Exemple #11
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    // Use this for initialization
    void Start()
    {
        Vector3 pos;
        float yRot = transform.rotation.eulerAngles.y;
        Vector3 forwardY = Quaternion.Euler(0.0f, yRot, 0.0f) * Vector3.forward;
        Vector3 forward = transform.forward;
        Vector3 right = transform.right;
        Vector3 up = transform.up;
        Quaternion rotation = Quaternion.identity;
        currentPrefabObject = GameObject.Instantiate(GetComponent<baseSkillScript> ().effect);
        currentPrefabScript = currentPrefabObject.GetComponent<DigitalRuby.PyroParticles.FireConstantBaseScript>();

        if (currentPrefabScript == null)
        {
            // temporary effect, like a fireball
            currentPrefabScript = currentPrefabObject.GetComponent<DigitalRuby.PyroParticles.FireBaseScript>();
            if (currentPrefabScript.IsProjectile)
            {
                // set the start point near the player
                rotation = transform.rotation;
                pos = transform.position + forward + right + up;
            }
            else
            {
                // set the start point in front of the player a ways
                pos = transform.position + (forwardY * 10.0f);
            }
        }
        else
        {
            // set the start point in front of the player a ways, rotated the same way as the player
            pos = transform.position + (forwardY * 5.0f);
            rotation = transform.rotation;
            pos.y = 0.0f;
        }

        DigitalRuby.PyroParticles.FireProjectileScript projectileScript = currentPrefabObject.GetComponentInChildren<DigitalRuby.PyroParticles.FireProjectileScript>();
        if (projectileScript != null)
        {
            // make sure we don't collide with other friendly layers
            //			projectileScript.ProjectileCollisionLayers &= (~UnityEngine.LayerMask.NameToLayer("Ignore Raycast"));
        }

        currentPrefabObject.transform.position = pos;
        currentPrefabObject.transform.rotation = rotation;

        GetComponent<baseSkillScript> ().SetActive (false);
        StartCoroutine (GetComponent<baseSkillScript> ().TriggerDestroy ());
    }
        public void HandleCollision(GameObject obj, Collision c)
        {
            if (collided)
            {
                // already collided, don't do anything
                return;
            }

            // stop the projectile
            collided = true;
            Stop();

            // destroy particle systems after a slight delay
            if (ProjectileDestroyParticleSystemsOnCollision != null)
            {
                foreach (ParticleSystem p in ProjectileDestroyParticleSystemsOnCollision)
                {
                    GameObject.Destroy(p, 0.1f);
                }

                GameObject.Destroy(shadowRenderer.gameObject);
            }

            // play collision sound
            if (ProjectileCollisionSound != null)
            {
                ProjectileCollisionSound.Play();
            }

            // if we have contacts, play the collision particle system and call the delegate
            if (c.contacts.Length != 0)
            {
                ProjectileExplosionParticleSystem.transform.position = c.contacts[0].point;
                ProjectileExplosionParticleSystem.Play();
                FireBaseScript.CreateExplosion(c.contacts[0].point, ProjectileExplosionRadius, ProjectileExplosionForce);
                if (CollisionDelegate != null)
                {
                    CollisionDelegate(this, c.contacts[0].point);
                }
            }

            //if collide with the player, inflicts damage
            if (c.collider.CompareTag("Player"))
            {
                c.collider.gameObject.SendMessage("ApplyDamage", boss.getFireballStrength(), SendMessageOptions.DontRequireReceiver);
            }
        }
        public void HandleCollision(GameObject obj, Collision c)
        {
            if (collided)
            {
                // already collided, don't do anything
                return;
            }

            print(obj.tag);

            if (c.gameObject.CompareTag("Player"))
            {
                FindObjectOfType <LevelManager>().LevelLost();
            }

            // stop the projectile
            collided = true;
            Stop();

            // destroy particle systems after a slight delay
            if (ProjectileDestroyParticleSystemsOnCollision != null)
            {
                foreach (ParticleSystem p in ProjectileDestroyParticleSystemsOnCollision)
                {
                    GameObject.Destroy(p, 0.1f);
                }
            }

            // play collision sound
            if (ProjectileCollisionSound != null)
            {
                ProjectileCollisionSound.Play();
            }

            // if we have contacts, play the collision particle system and call the delegate
            if (c.contacts.Length != 0)
            {
                ProjectileExplosionParticleSystem.transform.position = c.contacts[0].point;
                ProjectileExplosionParticleSystem.Play();
                FireBaseScript.CreateExplosion(c.contacts[0].point, ProjectileExplosionRadius, ProjectileExplosionForce);
                if (CollisionDelegate != null)
                {
                    CollisionDelegate(this, c.contacts[0].point);
                }
            }
        }
        public void HandleCollision(GameObject obj, Collision c)
        {
            //if (collided)
            //{
            //    float damage = 10;

            //    //SendMessageUpwards("TakeDamage", damage);
            //    // already collided, don't do anything
            //    return;
            //}

            // stop the projectile
            collided = true;
            Stop();

            // destroy particle systems after a slight delay
            if (ProjectileDestroyParticleSystemsOnCollision != null)
            {
                foreach (ParticleSystem p in ProjectileDestroyParticleSystemsOnCollision)
                {
                    GameObject.Destroy(p, 0.1f);
                }
            }

            // play collision sound
            if (ProjectileCollisionSound != null)
            {
                ProjectileCollisionSound.Play();
            }

            // if we have contacts, play the collision particle system and call the delegate
            if (c.contacts.Length != 0)
            {
                ProjectileExplosionParticleSystem.transform.position = c.contacts[0].point;
                ProjectileExplosionParticleSystem.Play();
                FireBaseScript.CreateExplosion(c.contacts[0].point, ProjectileExplosionRadius, ProjectileExplosionForce);
                if (CollisionDelegate != null)
                {
                    CollisionDelegate(this, c.contacts[0].point);
                }
            }
        }
 private void StopCurrent()
 {
     // if we are running a constant effect like wall of fire, stop it now
     if (currentPrefabScript != null && currentPrefabScript.Duration > 10000)
     {
         currentPrefabScript.Stop();
     }
     currentPrefabObject = null;
     currentPrefabScript = null;
 }
        private void BeginEffect()
        {
            Vector3 pos;
            float yRot = transform.rotation.eulerAngles.y;
            Vector3 forwardY = Quaternion.Euler(0.0f, yRot, 0.0f) * Vector3.forward;
            Vector3 forward = transform.forward;
            Vector3 right = transform.right;
            Vector3 up = transform.up;
            Quaternion rotation = Quaternion.identity;
            currentPrefabObject = GameObject.Instantiate(Prefabs[currentPrefabIndex]);
            currentPrefabScript = currentPrefabObject.GetComponent<FireConstantBaseScript>();

            if (currentPrefabScript == null)
            {
                // temporary effect, like a fireball
                currentPrefabScript = currentPrefabObject.GetComponent<FireBaseScript>();
                if (currentPrefabScript.IsProjectile)
                {
                    // set the start point near the player
                    rotation = transform.rotation;
                    pos = transform.position + forward + right + up;
                }
                else
                {
                    // set the start point in front of the player a ways
                    pos = transform.position + (forwardY * 10.0f);
                }
            }
            else
            {
                // set the start point in front of the player a ways, rotated the same way as the player
                pos = transform.position + (forwardY * 5.0f);
                rotation = transform.rotation;
                pos.y = 0.0f;
            }

            FireProjectileScript projectileScript = currentPrefabObject.GetComponentInChildren<FireProjectileScript>();
            if (projectileScript != null)
            {
                // make sure we don't collide with other friendly layers
                projectileScript.ProjectileCollisionLayers &= (~UnityEngine.LayerMask.NameToLayer("FriendlyLayer"));
            }

            currentPrefabObject.transform.position = pos;
            currentPrefabObject.transform.rotation = rotation;
        }
        public void HandleCollision(GameObject obj, Collision c)
        {
            //return;
            if (collided)
            {
                // already collided, don't do anything
                return;
            }
            if (name.Equals("Firebolt(Clone)"))
            {
                if (c.collider.name.Equals("Player"))
                {
                    Player t = c.collider.gameObject.GetComponent <Player>();
                    t.hit();
                }
                else if (c.collider.name.Equals("Shield"))
                {
                }
                else
                {
                    return;
                }
            }
            else if (name.Equals("Fireball(Clone)"))
            {
                Debug.Log("HELLO");
                if (c.collider.name.Equals("Enemy(Clone)"))
                {
                    c.collider.gameObject.GetComponent <Enemy>().hit(1);
                }
                else
                {
                    return;
                }
            }
            else
            {
                Debug.Log(name);
            }

            // stop the projectile
            collided = true;
            Stop();

            // destroy particle systems after a slight delay
            if (ProjectileDestroyParticleSystemsOnCollision != null)
            {
                foreach (ParticleSystem p in ProjectileDestroyParticleSystemsOnCollision)
                {
                    GameObject.Destroy(p, 0.005f);
                }
            }

            // play collision sound
            if (ProjectileCollisionSound != null)
            {
                ProjectileCollisionSound.Play();
            }

            // if we have contacts, play the collision particle system and call the delegate
            if (c.contacts.Length != 0)
            {
                ProjectileExplosionParticleSystem.transform.position = c.contacts[0].point;
                ProjectileExplosionParticleSystem.Play();
                FireBaseScript.CreateExplosion(c.contacts[0].point, ProjectileExplosionRadius, ProjectileExplosionForce);
                if (CollisionDelegate != null)
                {
                    CollisionDelegate(this, c.contacts[0].point);
                }
            }
        }