public void ReceiveSet(CollisionHit a_collisionHit, PlayerChain playerChain) { m_CollisionHit = a_collisionHit; m_AttackRange.extents = new Vector3(0.7f, 0.5f, 0.7f); m_PlayerChain = playerChain; Init(); }
private void Awake() { anim = GetComponent <Animator>(); rigid = GetComponent <Rigidbody2D>(); collisionCheck = GetComponent <CollisionRayCheck>(); playerStatus = GetComponent <PlayerStatus>(); spriteRenderer = GetComponent <SpriteRenderer>(); playerChain = transform.Find("PlayerChain").GetComponent <PlayerChain>(); anim.SetBool("CanRoll", true); }
public void Damage(Vector3 vec, PlayerChain playerChain, CollisionHit collisionHit, float damage, float deley, float stop, int index, int critical) { bool _bCritical; m_AttackBounds.center = transform.position; m_AttackBounds.extents = vec; playerChain.GetPlayer(index, transform.position); m_nCritical = critical; _bCritical = Critical(); switch (index) { case 3: StartCoroutine(DeleyDamege(collisionHit, damage, deley, index, _bCritical)); break; case 4: List <Vector3> vector = collisionHit.ListCollisions(m_AttackBounds); if (vector.Count > 0) { for (int i = 0; i < vector.Count; ++i) { if (_bCritical) { AIController _aIController = collisionHit.PhysicsEffs((vector[i] - transform.position).normalized * 0.5f, i, 0, (int)damage * 2, 2, 1, true); m_fShake = 0.13f; } else { AIController _aIController = collisionHit.PhysicsEffs((vector[i] - transform.position).normalized * 0.1f, i, 0, (int)damage, 2, 1, false); m_fShake = 0.09f; collisionHit.Freezing(_aIController); } collisionHit.HitShakeCamera(0.1f, m_fShake); } } break; } Destroy(gameObject, stop); }
private void Awake() { Instance = this; }