Esempio n. 1
0
    public void Damage(IEnemyTargetable attacker)
    {
        Vector3 bloodDir = (GetPosition() - attacker.GetPosition()).normalized;

        Blood_Handler.SpawnBlood(GetPosition(), bloodDir);

        int damageAmount = 30;

        DamagePopup.Create(GetPosition(), damageAmount, false);
        healthSystem.Damage(damageAmount);
        if (IsDead())
        {
            FlyingBody.Create(GameAssets.i.pfEnemyFlyingBody, GetPosition(), bloodDir);
            Destroy(gameObject);
        }
        else
        {
            // Knockback
            transform.position += bloodDir * 5f;
            if (hitUnitAnim != null)
            {
                state = State.Busy;
                characterBase.PlayHitAnimation(bloodDir * (Vector2.one * -1f), SetStateNormal);
            }
        }
    }
Esempio n. 2
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    private void Update()
    {
        float flySpeed = 400f;

        transform.position += flyDirection * flySpeed * Time.deltaTime;

        float scaleSpeed = 7f;

        transform.localScale += Vector3.one * scaleSpeed * Time.deltaTime;

        float eulerSpeed = 360f * 4f;

        eulerZ += eulerSpeed * Time.deltaTime;
        transform.localEulerAngles = new Vector3(0, 0, eulerZ);

        spawnBloodTimer -= Time.deltaTime;
        if (spawnBloodTimer <= 0f)
        {
            float spawnBloodTimerMax = .016f;
            spawnBloodTimer = spawnBloodTimerMax;
            Blood_Handler.SpawnBlood(5, transform.position, flyDirection * -1f);
        }

        timer += Time.deltaTime;
        if (timer >= 1f)
        {
            Destroy(gameObject);
        }
    }
    public static void SpawnBlood(int amt, Vector3 loc, Vector3 dir)
    {
        InitIfNeeded();
        //Blood_Splatter.spawnSplatter(loc,dir);
        dir.Normalize();
        Vector3 baseDir = dir;

        loc.z = 0;
        for (int i = 0; i < amt; i++)
        {
            dir = baseDir;
            Blood_Handler handler = new Blood_Handler();
            handler.pos        = loc;
            handler.index      = Generic_Mesh_Script.GetIndex("Mesh_Blood");
            handler.meshScript = Generic_Mesh_Script.GetMeshScript("Mesh_Blood");

            dir.x += Random.Range(-.4f, .4f);
            dir.y += Random.Range(-.4f, .4f);

            Vector3 velocity = dir.normalized;

            //handler.speed = 13f * Random.Range(2f,7f);
            handler.speed    = 20f * Random.Range(3f, 6f);
            handler.velocity = velocity;
            handler.eulerY   = Random.Range(0, 360);
            Generic_Mesh_Script.AddGeneric("Mesh_Blood", handler.pos, handler.eulerY, handler.material, 0f, baseSize, false);

            instanceList.Add(handler);
        }
    }
    // Checks with player is doing damage and minus the damage done from the other players health
    public void Damage(CharacterBattle attacker, int damageAmount)
    {
        healthSystem.Damage(damageAmount);
        // CodeMonkey.CMDebug.TextPopup("health " + healthSystem.GetHealthAmount(), GetPosition());
        Vector3 dirFromAttacker = (GetPosition() - attacker.GetPosition()).normalized;

        if (isPlayerTeam)
        {
            GameObject.FindGameObjectWithTag("P1Life").GetComponent <Health>().health -= damageAmount;
        }
        else
        {
            GameObject.FindGameObjectWithTag("P2Life").GetComponent <Health>().health -= damageAmount;
        }
        DamagePopup.Create(GetPosition(), damageAmount, false);
        characterBase.SetColorTint(new Color(1, 0, 0, 1f));
        Blood_Handler.SpawnBlood(GetPosition(), dirFromAttacker);


        if (healthSystem.IsDead())
        {
            // Died
            Debug.Log("level" + " " + level + " " + "complete");
        }
    }
Esempio n. 5
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    public void Damage(Vector3 attackerPosition)
    {
        Vector3 bloodDir = (GetPosition() - attackerPosition).normalized;

        Blood_Handler.SpawnBlood(GetPosition(), bloodDir);
        // Knockback
        transform.position += bloodDir * 3f;
    }
    public void Damage(CharacterBattle attacker, int damageAmount)
    {
        //damageAmount = 1; Debug.Log("##### No Damage");
        Vector3 bloodDir = (GetPosition() - attacker.GetPosition()).normalized;

        Blood_Handler.SpawnBlood(GetPosition(), bloodDir);

        SoundManager.PlaySound(SoundManager.Sound.CharacterDamaged);
        DamagePopup.Create(GetPosition(), damageAmount, false);
        healthSystem.Damage(damageAmount);
        DamageFlash();
        playerBase.GetUnitAnimation().PlayAnimForced(hitUnitAnimType, GetTargetDir(), 1f, (UnitAnim unitAnim) => {
            PlayIdleAnim();
        }, null, null);

        if (IsDead())
        {
            if (!IsPlayerTeam())
            {
                // Enemy
                if (characterType != Character.Type.EvilMonster && characterType != Character.Type.EvilMonster_2 && characterType != Character.Type.EvilMonster_3)
                {
                    // Don't spawn Flying Body for Evil Monster
                    FlyingBody.Create(GameAssets.i.pfEnemyFlyingBody, GetPosition(), bloodDir);
                    SoundManager.PlaySound(SoundManager.Sound.CharacterDead);
                }
                gameObject.SetActive(false);
            }
            else
            {
                // Player Team
                stats.special = 0;
                SoundManager.PlaySound(SoundManager.Sound.OooohNooo);
            }
            playerBase.GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("LyingUp"), 1f, null);
            healthWorldBar.Hide();
            transform.localScale = new Vector3(-1, 1, 1);
            //gameObject.SetActive(false);
            //Destroy(gameObject);
        }
        else
        {
            // Knockback

            /*
             * transform.position += bloodDir * 5f;
             * if (hitUnitAnim != null) {
             *  state = State.Busy;
             *  enemyBase.PlayHitAnimation(bloodDir * (Vector2.one * -1f), SetStateNormal);
             * }
             */
        }
    }
        private void HandleAttack()
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                // Attack
                SetStateBusy();

                Vector3      attackDir    = lastMoveDir;
                EnemyHandler enemyHandler = getClosestEnemyHandlerFunc(GetPosition() + attackDir * 4f);
                if (enemyHandler != null)
                {
                    // Has a target nearby
                    attackDir = (enemyHandler.GetPosition() - GetPosition()).normalized;
                    // Test if too close to dash
                    const float tooCloseToDashDistance = 10f;
                    if (Vector3.Distance(enemyHandler.GetPosition(), GetPosition()) > tooCloseToDashDistance)
                    {
                        // Dash towards attack distance
                        transform.position = transform.position + attackDir * 4f;
                    }
                    // Is enemy within attack range?
                    const float attackDistance = 30f;
                    if (Vector3.Distance(enemyHandler.GetPosition(), GetPosition()) < attackDistance)
                    {
                        // Close enough to damage
                        enemyHandler.GetHealthSystem().Damage(34);
                        Blood_Handler.SpawnBlood(enemyHandler.GetPosition(), attackDir);
                    }
                }
                else
                {
                    // No nearby target
                    transform.position = transform.position + attackDir * 4f;
                }
                lastMoveDir = attackDir;

                Transform swordSlashTransform = Instantiate(GameAssets.i.pfSwordSlash, GetPosition() + attackDir * 13f, Quaternion.Euler(0, 0, UtilsClass.GetAngleFromVector(attackDir)));
                swordSlashTransform.GetComponent <SpriteAnimator>().onLoop = () => Destroy(swordSlashTransform.gameObject);

                UnitAnimType activeAnimType = unitAnimation.GetActiveAnimType();
                if (activeAnimType == GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword)
                {
                    swordSlashTransform.localScale = new Vector3(swordSlashTransform.localScale.x, swordSlashTransform.localScale.y * -1, swordSlashTransform.localScale.z);
                    unitAnimation.PlayAnimForced(GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword2, lastMoveDir, 1f, (UnitAnim unitAnim) => SetStateNormal(), null, null);
                }
                else
                {
                    unitAnimation.PlayAnimForced(GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Sword, lastMoveDir, 1f, (UnitAnim unitAnim) => SetStateNormal(), null, null);
                }
            }
        }
Esempio n. 8
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        private void EnemyMain_OnDamaged(object sender, EnemyMain.OnDamagedEventArgs e)
        {
            Vector3 bloodDir = (GetPosition() - e.attacker.GetPosition()).normalized;

            Blood_Handler.SpawnBlood(5, GetPosition(), bloodDir);

            enemyMain.HealthSystem.Damage(Mathf.RoundToInt(30 * e.damageMultiplier));

            if (enemyMain.HealthSystem.IsDead())
            {
                //FlyingBody.Create(GameAssets.i.pfEnemyFlyingBody, GetPosition(), bloodDir);
                enemyMain.DestroySelf();
            }
        }
Esempio n. 9
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    protected override void OnUpdate()
    {
        EntityQuery entityQuery = GetEntityQuery(typeof(Zombie));
        int         entityCount = entityQuery.CalculateEntityCount();

        MarineShotZombieAction marineShotZombieAction;

        while (TestECS.queuedActions.TryDequeue(out marineShotZombieAction))
        {
            if (EntityManager.Exists(marineShotZombieAction.marineEntity) && EntityManager.Exists(marineShotZombieAction.zombieEntity))
            {
                float3 marinePosition    = EntityManager.GetComponentData <Translation>(marineShotZombieAction.marineEntity).Value;
                float3 zombiePosition    = EntityManager.GetComponentData <Translation>(marineShotZombieAction.zombieEntity).Value;
                float3 marineToZombieDir = math.normalize(zombiePosition - marinePosition);

                bool bonusEffects = (entityCount < 400 || UnityEngine.Random.Range(0, 100) < 60);
                if (bonusEffects)
                {
                    WeaponTracer.Create(marinePosition + marineToZombieDir * 10f, (Vector3)zombiePosition + UtilsClass.GetRandomDir() * UnityEngine.Random.Range(0, 20f));
                    Shoot_Flash.AddFlash(marinePosition + marineToZombieDir * 14f);
                    Blood_Handler.SpawnBlood(2, zombiePosition, marineToZombieDir);
                    UtilsClass.ShakeCamera(TestECS.GetCameraShakeIntensity(), .05f);
                    //Sound_Manager.PlaySound(Sound_Manager.Sound.Rifle_Fire, marinePosition);
                }

                Health zombieHealth = EntityManager.GetComponentData <Health>(marineShotZombieAction.zombieEntity);
                zombieHealth.health -= marineShotZombieAction.damageAmount;
                if (zombieHealth.health < 0)
                {
                    // Zombie dead!
                    FlyingBody.TryCreate(GameAssets.i.pfEnemyFlyingBody, zombiePosition, marineToZombieDir);
                    EntityManager.DestroyEntity(marineShotZombieAction.zombieEntity);
                    EntityManager.RemoveComponent <HasTarget>(marineShotZombieAction.marineEntity);
                }
                else
                {
                    // Zombie still has health
                    EntityManager.SetComponentData(marineShotZombieAction.zombieEntity, zombieHealth);
                }
            }
            else
            {
                if (EntityManager.Exists(marineShotZombieAction.marineEntity) && !EntityManager.Exists(marineShotZombieAction.zombieEntity))
                {
                    // Marine exists but zombie is dead
                    EntityManager.RemoveComponent <HasTarget>(marineShotZombieAction.marineEntity);
                }
            }
        }
    }
Esempio n. 10
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    public void Damage(Vector3 attackerPosition)
    {
        Vector3 bloodDir = (GetPosition() - attackerPosition).normalized;

        Blood_Handler.SpawnBlood(GetPosition(), bloodDir);
        // Knockback
        transform.position += bloodDir * 1.5f;
        health--;
        if (health == 0)
        {
            FlyingBody.Create(GameAssets.i.pfEnemyFlyingBody, GetPosition(), bloodDir);
            gameObject.SetActive(false);
            //transform.Find("Body").gameObject.SetActive(false);
        }
    }
    public void Damage(CharacterBattle attacker, int damageAmount)
    {
        healthSystem.Damage(damageAmount);
        //CodeMonkey.CMDebug.TextPopup("Hit " + healthSystem.GetHealthAmount(), GetPosition());
        Vector3 dirFromAttacker = (GetPosition() - attacker.GetPosition()).normalized;

        DamagePopup.Create(GetPosition(), damageAmount, false);
        characterBase.SetColorTint(new Color(1, 0, 0, 1f));
        Blood_Handler.SpawnBlood(GetPosition(), dirFromAttacker);

        CodeMonkey.Utils.UtilsClass.ShakeCamera(1f, .1f);

        if (healthSystem.IsDead())
        {
            // Died
            characterBase.PlayAnimLyingUp();
        }
    }
Esempio n. 12
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    public void Damage(CharacterBattle attacker, int damageAmount)
    {
        animator.Play("Hit");
        healthSystem.Damage(damageAmount);
        Vector3 dirFromAttacker = (GetPosition() - attacker.GetPosition()).normalized;

        DamagePopup.Create(GetPosition(), damageAmount, false);
        Blood_Handler.SpawnBlood(GetPosition(), dirFromAttacker);

        CodeMonkey.Utils.UtilsClass.ShakeCamera(1f, .1f);

        if (healthSystem.IsDead())
        {
            Dead = true;
            // Died
            state = State.Dead;
            //animator.Play("DieBack");
        }
    }
Esempio n. 13
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    public void Damage(EnemyAim attacker)
    {
        Vector3 bloodDir = (GetPosition() - attacker.GetPosition()).normalized;

        Blood_Handler.SpawnBlood(GetPosition(), bloodDir);

        healthSystem.Damage(1);
        if (IsDead())
        {
            FlyingBody.Create(GameAssets.i.pfEnemyFlyingBody, GetPosition(), bloodDir);
            playerBase.DestroySelf();
            Destroy(gameObject);
        }
        else
        {
            // Knockback
            transform.position += bloodDir * 2.5f;
        }
    }
Esempio n. 14
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    public void Damage(UnitGridCombat attacker, int damageAmount)
    {
        Vector3 bloodDir = (GetPosition() - attacker.GetPosition()).normalized;

        Blood_Handler.SpawnBlood(GetPosition(), bloodDir);

        DamagePopup.Create(GetPosition(), damageAmount, false);
        healthSystem.Damage(damageAmount);
        if (healthSystem.IsDead())
        {
            FlyingBody.Create(GameAssets.i.pfEnemyFlyingBody, GetPosition(), bloodDir);
            Destroy(gameObject);
        }
        else
        {
            // Knockback
            //transform.position += bloodDir * 5f;
        }
    }
Esempio n. 15
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    private void Update()
    {
        float flySpeed = 400f;

        transform.position += flyDirection * flySpeed * Time.deltaTime;

        float scaleSpeed = 7f;

        transform.localScale += Vector3.one * scaleSpeed * Time.deltaTime;

        float eulerSpeed = 360f * 4f;

        eulerZ += eulerSpeed * Time.deltaTime;
        transform.localEulerAngles = new Vector3(0, 0, eulerZ);

        RaycastHit2D raycastHit2D = Physics2D.Raycast(transform.position, flyDirection, flySpeed * Time.deltaTime);

        if (raycastHit2D.collider != null)
        {
            // Hit something, stop spawning Blood!
            spawnBlood = false;
        }

        if (spawnBlood)
        {
            spawnBloodTimer -= Time.deltaTime;
            while (spawnBloodTimer <= 0f)
            {
                Blood_Handler.SpawnBlood(5, transform.position, flyDirection * -1f);
                spawnBloodTimer += spawnBloodTimerMax;
            }
        }

        timer += Time.deltaTime;
        if (timer >= 1f)
        {
            Destroy(gameObject);
        }
    }
Esempio n. 16
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    public void Damage(IEnemyTargetable attacker, int damageAmount)
    {
        Vector3 bloodDir = (GetPosition() - attacker.GetPosition()).normalized;

        Blood_Handler.SpawnBlood(4, GetPosition(), bloodDir);
        health -= damageAmount;
        if (IsDead())
        {
            FlyingBody.Create(GameAssets.i.pfEnemyFlyingBody, GetPosition(), bloodDir);
            Destroy(gameObject);
        }
        else
        {
            // Knockback

            /*transform.position += bloodDir * 5f;
             * if (hitUnitAnim != null) {
             *  state = State.Busy;
             *  unitAnimation.PlayAnimForced(hitUnitAnim, bloodDir * (Vector2.one * -1f), 1f, (UnitAnim unitAnim) => {
             *      state = State.Normal;
             *  }, null, null);
             * }*/
        }
    }
Esempio n. 17
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    private void Update()
    {
        float flySpeed = 400f;

        transform.position += flyDirection * flySpeed * Time.deltaTime;

        float scaleSpeed = 7f;

        transform.localScale += Vector3.one * scaleSpeed * Time.deltaTime;

        float eulerSpeed = 360f * 4f;

        eulerZ += eulerSpeed * Time.deltaTime;
        transform.localEulerAngles = new Vector3(0, 0, eulerZ);

        Blood_Handler.SpawnBlood(2, transform.position, flyDirection * -1f);

        timer += Time.deltaTime;
        if (timer >= 1f)
        {
            flyingBodyList.Remove(this);
            Destroy(gameObject);
        }
    }
Esempio n. 18
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    public void Damage(Enemy attacker)
    {
        Vector3 bloodDir = (GetPosition() - attacker.GetPosition()).normalized;

        Blood_Handler.SpawnBlood(GetPosition(), bloodDir);
    }