// Use this for initialization void Start() { anim = GetComponent <PlayerAnimOffline>(); Debug.Assert(anim != null); playerData = GetComponent <PlayerData>(); Debug.Assert(playerData != null); pAttack = GetComponent <PlayerAttackOffline>(); Debug.Assert(pAttack != null); pController = GameObject.Find("GameManager").GetComponent <OfflineGameController>(); Debug.Assert(pController != null); }
private void Initialize() { pTrigger = GameObject.Find("/Canvas/BlockButton").GetComponent <EventTrigger>(); Debug.Assert(pTrigger != null); pBlock = GetComponent <PlayerAttackOffline>(); Debug.Assert(pBlock != null); EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerDown; call = new UnityAction <BaseEventData>(PointerDown); entry.callback = new EventTrigger.TriggerEvent(); entry.callback.AddListener(call); pTrigger.triggers.Add(entry); entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerUp; call = new UnityAction <BaseEventData>(PointerUp); entry.callback = new EventTrigger.TriggerEvent(); entry.callback.AddListener(call); pTrigger.triggers.Add(entry); }
void OnTriggerStay(Collider other) { if (other.gameObject == null) { return; } //PlayerAnimation panim = other.gameObject.GetComponent<PlayerAnimation>(); PlayerAttackOffline pAttack = GetComponent <PlayerAttackOffline>(); PlayerData pData = other.GetComponent <PlayerData>(); if (pAttack == null) { return; } if (pData == null) { return; } if (pData.currentHealth <= 0) { return; } if (!isAttacking && pAttack.getAttack2 || pAttack.getAttack1) { isAttacking = true; if (other.gameObject.GetComponent <ForceBlock>().getBlock) { Debug.Log("Collided with: " + other.gameObject.name); Debug.Log("Other Player Block: " + other.gameObject.GetComponent <ForceBlock>().getBlock); tempBlockDurability--; Debug.Log("Block Durability: " + tempBlockDurability); //Rigidbody rb = other.gameObject.GetComponent<Rigidbody>(); //rb.AddForceAtPosition(-other.gameObject.transform.forward, other.gameObject.transform.position); healthManager.takeDamage(other.gameObject, 5); if (tempBlockDurability <= 0) { other.gameObject.GetComponent <ForceBlock>().setBlock(false); other.gameObject.GetComponent <ForceBlock>().setBreakBlockEffect(true); //panim.blockBreak(); tempBlockDurability = blockDurabilityNum; Debug.Log("Block Durability: " + tempBlockDurability); } return; } if (pAttack.getAttack1) { Debug.Log("Collided with: " + other.gameObject.name); Debug.Log("Player Attack 1: " + pAttack.getAttack1); //panim.lightHit(); healthManager.takeDamage(other.gameObject, 10); return; } if (pAttack.getAttack2) { Debug.Log("Collided with: " + other.gameObject.tag + " name:" + other.gameObject.name); Debug.Log("Player Attack 2: " + pAttack.getAttack2); //panim.lightHit(); healthManager.takeDamage(other.gameObject, 20); return; } } }