Esempio n. 1
0
    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();
    }
Esempio n. 2
0
    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);
    }
Esempio n. 3
0
    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);
    }
Esempio n. 4
0
 private void Awake()
 {
     Instance = this;
 }