Esempio n. 1
0
    private void CollideWith(string tag, PlayerBase playerBase)
    {
        switch (tag)
        {
        case "Player":
            GameObject player = hit.transform.gameObject;
            DazeState  pDaze  = player.GetComponent <DazeState>();

            //hit.collider.gameObject.transform.Translate(ray.direction * 0.15f);
            if (playerBase.GodModeKnockback == false)
            {
                hit.transform.gameObject.GetComponent <DazeState>().KnockBackEffect(ray.direction, knockBackForce);
            }
            else
            {
                hit.transform.gameObject.GetComponent <DazeState>().KnockBackEffect(ray.direction, knockBackForce);
            }

            break;

        case "PaintableEnvironment":

            PaintSizeMultiplier mult = hit.collider.GetComponent <PaintSizeMultiplier>();

            //Renderer _wallRenderer = hit.collider.gameObject.GetComponent<Renderer>();
            float _smult;

            if (mult)
            {
                _smult = (1f * mult.multiplier) * weaponSplashMultiplier;
            }
            else
            {
                _smult = 1f * weaponSplashMultiplier;
            }
            int _id = Player.skinId;
            DrawColor.DrawOnSplatmap(hit, _id, Player, _smult);

            break;

        default:
            downRay = new Ray(ray.GetPoint(range), -playerBase.transform.up);
            Debug.DrawRay(ray.GetPoint(range), -playerBase.transform.up, Color.red);
            if (Physics.Raycast(downRay, out hit, range))
            {
                //TODO: implement painting of floor
                if (hit.collider.gameObject.tag == "Floor")
                {
                    Debug.Log("hit floor");
                }
            }
            break;
        }
    }
Esempio n. 2
0
 private void Update()
 {
     DefaultWeapon();
     dazeState = GetComponentInParent <DazeState>();
 }
Esempio n. 3
0
 private void Start()
 {
     dazeState = GetComponentInParent <DazeState>();
 }