Esempio n. 1
0
 protected void GetHit(bool isRight, float damage, bool doKnockback)
 {
     if (state == State.Dead)
     {
         return;
     }
     health -= damage;
     if (health <= 0)
     {
         if (state != State.Dead)
         {
             SetDead(isRight, this.GetType());
         }
         target.GetComponent <Player>().AddEnemyKilledToCount(this.GetType());
     }
     else
     {
         if (!doKnockback)
         {
             SetStaggered(isRight);
         }
         else
         {
             SetKnockedBack(isRight);
         }
     }
     soundManager.PlayOneShot(getHitSound);
     cameraController.Shake(damage);
     ParticleEffectManager.PlayEffect(ParticleEffect.Type.blood, coll.bounds.center, isRight ? Vector3.left : Vector3.right);
 }
 void ShootProjectileEvent()
 {
     soundManager.PlayOneShot(projectileSummonSound);
     Instantiate(projectilePrefab, transform.parent).GetComponent <Projectile>()
     .Set(projectileSpawnPoint.position, new Vector2(coll.bounds.center.x < target.position.x ? 1 : -1, 0),
          "EnemyWeapon", target.position, projectileSpeed, projectileDamage);
 }
Esempio n. 3
0
    IEnumerator CastWhirlwind(float windUpTime, float castTime, float cooldownTime)
    {
        animator.SetBool("IsWindingUpWhirlwind", true);
        SetImmobilized();
        yield return(new WaitForSecondsRealtime(windUpTime));


        spawnedWhirlwindObject = Instantiate(whirlwindEffectPrefab, transform.parent);
        spawnedWhirlwindObject.GetComponent <NagaKingWhirlwindEffect>().Set(coll.bounds.center, castTime);
        damageContainer.SetDamageCall(() => whirlwindAttackDamage);
        animator.SetBool("IsChannellingWhirlwind", true);
        animator.SetBool("IsWindingUpWhirlwind", false);
        SetImmobilized();
        PlayWhirlwindAttackEffect();
        yield return(new WaitForSecondsRealtime(castTime));

        animator.SetBool("IsChannellingWhirlwind", false);
        damageContainer.SetDamageCall(() => touchDamage);

        Instantiate(explosionBeforeShockwavePrefab, coll.bounds.center, Quaternion.identity, transform.parent).GetComponent <ParticleSystem>().Play();
        Vector2 shockwaveOrigin = coll.bounds.center;

        shockwaveOrigin.y = coll.bounds.min.y;
        Instantiate(shockwavePrefab, transform.parent).GetComponent <Shockwave>().Set(shockwaveOrigin, 3f, Vector2.right, shockwaveDamage);
        Instantiate(shockwavePrefab, transform.parent).GetComponent <Shockwave>().Set(shockwaveOrigin, 3f, Vector2.left, shockwaveDamage);

        sound.PlayOneShot(shockwaveExplosionSound);

        canCastWirldwind = false;
        yield return(new WaitForSecondsRealtime(cooldownTime));

        canCastWirldwind = true;
    }
Esempio n. 4
0
    protected void GetHit(bool isRight, float damage)
    {
        if (state == State.Dead)
        {
            return;
        }
        health -= damage;
        if (health <= 0)
        {
            StopAllCoroutines();
            nagaManager.EnrageFemaleNaga();
            SetDead(isRight, this.GetType(), 0);
            nagaManager.Died(false);
            animator.SetBool("IsChannellingWhirlwind", false);
            animator.SetBool("IsWindingUpWhirlwind", false);
            this.enabled = false;
            nagaManager.HideHealthbar(false);
            if (spawnedWhirlwindObject != null)
            {
                spawnedWhirlwindObject.GetComponent <NagaKingWhirlwindEffect>().Stop();
            }
            target.GetComponent <Player>().AddEnemyKilledToCount(this.GetType());
        }
        else
        {
            bool stagger = false;
            if (staggerCounter + 1 <= maxStaggerCount)
            {
                stagger = true;
            }

            if (stagger)
            {
                staggerCounter += 1;
                SetStaggered(isRight);
            }
            nagaManager.UpdateHealthbar(false, health, maxHealth);
        }
        sound.PlayOneShot(getHitSound);
        cameraController.Shake(damage);
        ParticleEffectManager.PlayEffect(ParticleEffect.Type.blood, coll.bounds.center, isRight ? Vector3.left : Vector3.right);
    }
 protected void GetHit(bool isRight, float damage)
 {
     if (state == State.Dead || !canTakeDamage)
     {
         return;
     }
     health -= damage;
     if (health <= 0)
     {
         StopAllCoroutines();
         SetDead(isRight, this.GetType());
         nagaManager.Died(true);
         nagaManager.StopPlayingBossMusic();
         nagaManager.HideHealthbar(true);
         target.GetComponent <Player>().AddEnemyKilledToCount(this.GetType());
     }
     Teleport();
     nagaManager.UpdateHealthbar(true, health, maxHealth);
     sound.PlayOneShot(getHitSound);
     cameraController.Shake(damage);
     ParticleEffectManager.PlayEffect(ParticleEffect.Type.blood, coll.bounds.center, isRight ? Vector3.left : Vector3.right);
 }
Esempio n. 6
0
    protected void GetHit(bool isRight, float damage)
    {
        if (state == State.Dead)
        {
            return;
        }
        health -= damage;
        if (health <= 0)
        {
            StopAllCoroutines();
            nagaManager.EnrageMaleNaga();
            SetDead(isRight, this.GetType(), 0);
            nagaManager.Died(true);
            nagaManager.HideHealthbar(true);
            this.enabled = false;
            target.GetComponent <Player>().AddEnemyKilledToCount(this.GetType());
        }
        else
        {
            bool stagger = false;
            if (staggerCounter + 1 <= maxStaggerCount)
            {
                stagger = true;
            }

            if (stagger)
            {
                staggerCounter += 1;
                SetStaggered(isRight);
            }
            nagaManager.UpdateHealthbar(true, health, maxHealth);
        }
        sound.PlayOneShot(getHitSound);
        cameraController.Shake(damage);
        ParticleEffectManager.PlayEffect(ParticleEffect.Type.blood, coll.bounds.center, isRight ? Vector3.left : Vector3.right);
    }
Esempio n. 7
0
    void Land()
    {
        Vector2 shockwaveOrigin = coll.bounds.center;

        shockwaveOrigin.y = coll.bounds.min.y;
        Instantiate(shockwavePrefab, transform.parent).GetComponent <Shockwave>().Set(shockwaveOrigin, 3f, Vector2.right, shockwaveDamage);
        Instantiate(shockwavePrefab, transform.parent).GetComponent <Shockwave>().Set(shockwaveOrigin, 3f, Vector2.left, shockwaveDamage);

        cameraController.Shake(10);
        StartCoroutine(SetImmobilizeFor(landImmobalizedTime));
        sound.PlayOneShot(landSound);
    }
Esempio n. 8
0
    void Update()
    {
        isGrounded = IsGrounded(terrainMask);
        switch (state)
        {
        case State.Aggro:
            bool inLineWithPlayer = RaycastToPlayer(isDirRight, aggroRange, playerTag, playerMask, terrainMask) ||
                                    RaycastToPlayer(!isDirRight, aggroRange, playerTag, playerMask, terrainMask);
            float dist = Vector2.Distance(transform.position, target.position);
            bool  goundInFrontExists = DoesGroundForwardExists(isDirRight, yRayLength, terrainMask);
            float yDiff = target.position.y - transform.position.y;

            if (!goundInFrontExists && isGrounded && yDiff >= -coll.bounds.extents.y)
            {
                AttackJump();
            }
            else if (isGrounded && RaycastSideways_OR(isDirRight, 3, xRayLength, terrainMask))
            {
                AttackJump();
            }
            else if (inLineWithPlayer)     // player on the same level as enemy
            {
                if (target.position.x < transform.position.x)
                {
                    if (isDirRight)
                    {
                        ChangeDirection(false);
                    }
                }
                else
                {
                    if (!isDirRight)
                    {
                        ChangeDirection(true);
                    }
                }

                if (!isNextDoubleAttack && Vector2.Distance(target.position, transform.position) < attackRange)
                {
                    AttackSingle();
                }
                else if (isNextDoubleAttack && Vector2.Distance(target.position, transform.position) < doubleAttackRange)
                {
                    AttackDouble();
                }
            }
            else     // player is either higher or lower
            {
                if (yDiff > maxYDiff)
                {
                    SetIdle();
                }
                else
                {
                    if (isGrounded && yDiff >= minYJumpDist && yDiff < maxYJumpDist && dist >= minJumpRange && dist < maxJumpRange)     // player is higher - perform jump to it
                    {
                        AttackJump();
                    }
                    else if (isNextDoubleAttack && dist < doubleAttackRange)
                    {
                        AttackDouble();
                    }
                    else if (!isNextDoubleAttack && dist < attackRange)
                    {
                        AttackSingle();
                    }
                }
            }
            break;

        case State.Attacking:
            break;

        case State.KnockedBack:
            if (isGrounded && fullyKnockedDown && state != State.Dead)
            {
                EndKnockedBack();
            }
            break;

        case State.Idle:
            if (Vector2.Distance(transform.position, target.position) < aggroRange)
            {
                if (RaycastToPlayer(isDirRight, aggroRange, playerTag, playerMask, terrainMask) ||
                    RaycastToPlayer(!isDirRight, aggroRange, playerTag, playerMask, terrainMask))
                {
                    SetAggro();
                    aggroRange *= 5;
                }
            }
            break;

        case State.Dead:
            break;

        case State.Awakening:
            break;

        case State.Jumping:
            minJumpTimer -= Time.deltaTime;
            if (isGrounded && minJumpTimer <= 0)
            {
                StartCoroutine(SetImmobilizeFor(landImmobalizedTime));
                soundManager.PlayOneShot(landSound);
            }
            break;

        case State.Immobilized:
            break;

        case State.Falling:
            minJumpTimer -= Time.deltaTime;
            if (isGrounded && minJumpTimer <= 0)
            {
                damageContainer.SetDamageCall(() => touchDamage);
                StartCoroutine(SetImmobilizeFor(landImmobalizedTime));
                soundManager.PlayOneShot(landSound);
            }
            break;
        }
        animator.SetBool("Is Grounded", isGrounded);
        animator.SetFloat("Vertical Velocity", rb.velocity.y);
        animator.SetFloat("Horizontal Velocity", Mathf.Abs(rb.velocity.x));
    }