// Side Detonator Attack
    public void SelfDetonatorAttack()
    {
        // Detect enemy in range of attack.
        Collider2D enemyCollider2D = Physics2D.OverlapCircle(attackPoint.position,
                                                             attackRange,
                                                             enemyLayers);

        if (enemyCollider2D)
        {
            Debug.Log(enemyCollider2D.name + " was attacked by self detonator part.");
            // TODO: Play the side detonator attack animation.
            // TODO: Implement damage to enemy health. (Use separate class?)
            // TODO: Implement small damage to player health. (Use separate class?)

            // Knockback opponent
            BotController controller = enemyCollider2D.GetComponentInParent <BotController>();
            BotSensor     sensor     = enemyCollider2D.GetComponentInParent <BotSensor>();
            if (controller != null)
            {
                Vector2 direction = sensor.GetPosition() - transform.position;
                controller.ApplyForce((direction.normalized * knockBackStrength)
                                      + (new Vector2(0.0f, upwardForce)));
            }
        }
    }
    // Side Detonator Attack
    public void BlackHoleAttack()
    {
        // Detect enemy in range of attack.
        Collider2D enemyCollider2D = Physics2D.OverlapCircle(attackPoint.position,
                                                             attackRange,
                                                             enemyLayers);

        if (enemyCollider2D && isRunning)
        {
            if (!IsPartCoolingDown())
            {
                ResetCooldownTimer();

                Debug.Log(enemyCollider2D.name + " was attacked by Black Hole part.");
                // TODO: Play the Black Hole attack animation.

                // Pull opponent rapidly toward player
                BotController controller = enemyCollider2D.GetComponentInParent <BotController>();
                BotSensor     sensor     = enemyCollider2D.GetComponentInParent <BotSensor>();
                if (controller != null)
                {
                    Vector2 direction = sensor.GetPosition() - transform.position;
                    controller.ApplyForce(-1 * (direction.normalized * pullStrength));
                }
            }
        }
    }
Esempio n. 3
0
    public override void Activate(GameObject parent)//we may split this up further if necessary with more layers of abstraction
    {
        base.Activate(parent);

        //SET UP
        animator   = parent.GetComponent <Animator>();
        rb         = parent.GetComponentInParent <Rigidbody2D>();
        sensor     = parent.GetComponentInParent <BotSensor>();
        enemyLayer = sensor.GetEnemyLayer();
        ////////////

        //ACTION
        // Set trigger to play animation of sword rotating
        //animator.SetTrigger("swordAttack");
        // add thrust to lunge bot forward
        Vector2 appliedForce = new Vector2(dir.x * sensor.GetNearestSensedBotDirection(), dir.y);

        rb.AddRelativeForce(appliedForce, ForceMode2D.Impulse);

        Vector2 attackPos = parent.transform.position + new Vector3(sensor.GetNearestSensedBotDirection(), 0, 0);
        //Should be cleaned up, but currently creates Vector2 for current position + 1 in direction of enemy
        Collider2D collision = Physics2D.OverlapCircle(attackPos, attackDistance);

        //Needs to attack only in front using swordPos

        if (collision.gameObject.layer == enemyLayer)
        {
            Debug.Log("collision");
            BotController collisionController = collision.transform.GetComponent <BotController>();
            collisionController.TakeDamage(damage);
            collisionController.ApplyForce(new Vector2(knockback * sensor.GetNearestSensedBotDirection(), 0));
        }


        Debug.Log(parent.name + " performed attack ability");
    }