Esempio n. 1
0
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.layer == 9)//alice tools
     {
         AliceWeapon aw = other.gameObject.GetComponent <AliceWeapon>();
         reduceEnemyHP(aw.damage);
     }
 }
Esempio n. 2
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.name.Contains("room"))
        {
            Debug.Log("bump");
            movement = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
        }

        if (other.gameObject.layer == 9)//alice tools
        {
            AliceWeapon aw = other.gameObject.GetComponent <AliceWeapon>();
            reduceBossHP(aw.damage);
        }
    }
Esempio n. 3
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.layer == 9)//alice tools
        {
            Debug.Log("Hit");
            if (other.gameObject.tag == "AliceSword")
            {
                Die();
            }

            AliceWeapon aw = other.gameObject.GetComponent <AliceWeapon>();
            reduceEnemyHP(aw.damage);
        }
    }
Esempio n. 4
0
 public void UpdateSlashInput()
 {
     if (sword_instance == null && Input.GetButtonDown("X") && !alice.isSlashing)
     {
         Debug.Log(wielder_rb);
         alice.isSlashing    = true;
         wielder_rb.velocity = Vector2.zero;
         sword_instance      = Instantiate(sword, transform.position, transform.rotation);
         AliceWeapon alice_sword = sword_instance.gameObject.GetComponentInChildren <AliceWeapon>();
         if (current_mode > 0)
         {
             alice_sword.damage = current_mode;
         }
         //pushes alice forward
         wielder_rb.velocity = (transform.up * slash_forward_value);
         // Debug.Log(current_mode +"\n" + current_rotation);
     }
 }