Esempio n. 1
0
    /// <summary>
    /// This is the function that enacts the actual light1 attack.
    /// </summary>
    /// <returns></returns>
    IEnumerator light1()
    {
        animator.SetBool("attacking", true);
        animator.SetTrigger("light1");

        StartCoroutine(delayedCycle((light_time.x + light_time.y) / 2 + 0.01f));
        LockAttack(light_time.x + (light_time.y / 2) + 0.01f, false, false);
        yield return(new WaitForSeconds(light_time.x)); // Wait specified time before starting the attack

        if (hitboxDamage != null)
        {
            Destroy(hitboxDamage.gameObject);                      //Destroy any pre-existing damage hitbox to start this attack.
        }
        if (hitboxDeflect != null)
        {
            Destroy(hitboxDeflect.gameObject);                       //Destroy any pre-existing deflection hitbox to start this attack.
        }
        List <Enemy>      collidedCreatures;
        List <Projectile> collidedBullets;

        hitboxDamage  = Instantiate(prefabsDamage[0]).GetComponent <Hitbox>();
        hitboxDeflect = Instantiate(prefabsDeflect[0]).GetComponent <Hitbox>();
        hitboxDamage.transform.parent  = transform;
        hitboxDeflect.transform.parent = transform;
        hitboxDamage.setPosAuto(true);
        hitboxDeflect.setPosAuto(true);
        float totalTime = 0;

        collidedCreatures = getEnemies(hitboxDamage.collidedObjects(enemyLayerMask));
        collidedBullets   = getProjectiles(hitboxDeflect.collidedObjects(projectileLayerMask));
        foreach (Enemy enemy in collidedCreatures)
        {
            Debug.Log(enemy.gameObject);
            enemy.Damage(attackDamages[0]);
            player.ResetDash();
            player.Hover(floatTime);
        }
        foreach (Projectile projectile in collidedBullets)
        {
            projectile.Deflect();
            player.ResetDash();
            player.Hover(floatTime);
        }
        comboCounter.updateComboCount(collidedCreatures.Count + collidedBullets.Count);
        yield return(new WaitForEndOfFrame());

        while (totalTime <= light_time.y)                                                                                                           //Check how long has passed
        {
            totalTime += Time.deltaTime;                                                                                                            //Increase the time for the while loop.
            //Debug.Log(Time.deltaTime + ":" + totalTime + ":" + light_time.y);
            List <Enemy>      tempEnemies     = newEnemies(collidedCreatures, getEnemies(hitboxDamage.collidedObjects(enemyLayerMask)));            //Temparory list of the new un-checked enemies
            List <Projectile> tempProjectiles = newProjectiles(collidedBullets, getProjectiles(hitboxDamage.collidedObjects(projectileLayerMask))); //Temparory list of the new un-checked projectiles
            collidedCreatures.AddRange(tempEnemies);                                                                                                //Adding the new enemies to the total list to make sure no enemy is damaged twice.
            collidedBullets.AddRange(tempProjectiles);                                                                                              //Adding the new projectile to the total list to make sure no projectile is deflected twice.
            foreach (Enemy enemy in tempEnemies)
            {
                enemy.Damage(attackDamages[0]);
                player.ResetDash();
                player.Hover(floatTime);
            }
            foreach (Projectile projectile in tempProjectiles)
            {
                projectile.Deflect();
                player.ResetDash();
                player.Hover(floatTime);
            }
            comboCounter.updateComboCount(tempEnemies.Count + tempProjectiles.Count); //Update the combo counter with the new collided creatures.
            yield return(new WaitForEndOfFrame());                                    //Wait for the end of the frame to act again.
        }
        Destroy(hitboxDamage.gameObject);
        Destroy(hitboxDeflect.gameObject);
        activeAttack = null;

        animator.SetBool("attacking", false);
    }