Esempio n. 1
0
    void CheckTrigger(Collider other)
    {
        if (((1 << other.gameObject.layer) & _playerHealthMask) != 0)
        {
            PlayerHealth playerHealth = other.GetComponent <PlayerHealth>();
            if (playerHealth)
            {
                if (playerHealth.CanGetDamage)
                {
                    _moving = false;
                    _particleSystem.Stop();
                    _collider.enabled = false;

                    playerHealth.AddDamage(-_damage, OwnerTransform.position);
                }
            }
        }

        if (((1 << other.gameObject.layer) & _mapMask) != 0)
        {
            if (other.gameObject.tag != "Enemy")
            {
                _moving = false;
                _particleSystem.Stop();
                _collider.enabled = false;
            }
        }
    }
Esempio n. 2
0
    private void OnTriggerEnter(Collider other)
    {
        PlayerHealth playerHealth = other.GetComponent <PlayerHealth>();

        if (playerHealth)
        {
            playerHealth.AddDamage(-_damage, transform.position);
        }
    }
Esempio n. 3
0
 private void OnTriggerEnter2D(Collider2D col)
 {
     if (col.CompareTag("Enemy"))
     {
         enemy = col.GetComponent <EnemyHealth>();
         if (player.speedJump || player.Screwing || player.HyperJumping)
         {
             enemy.AddDamage(999);
         }
     }
     else
     if (col.CompareTag("Suelo") && player.HyperJumping)
     {
         player.HyperJumping = player.speedJump = player.hyperJumpCharged = false;
         playerFX.StopLoopClips();
         health.AddDamage(20);
     }
 }
Esempio n. 4
0
    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "EnergyBall" && other.GetComponent <EnergyBall>().Shooter != this.gameObject)
        {
            print(other.GetComponent <EnergyBall>().Shooter.gameObject);
            //Gonna Change to a less intensive method. needs to send a value as well.
            PlayerHP.AddDamage(EBDamage, other.GetComponent <EnergyBall>().Shooter.gameObject);

            //If player has invested in Life Absorb, steal HP And Or Mana
            if (EBHPLifeSteal > 0)
            {
                other.GetComponent <EnergyBall>().Shooter.GetComponent <PlayerHealth>().Health += (EBDamage * EBHPLifeSteal);
            }
            if (EBMPLifeSteal > 0)
            {
                other.GetComponent <EnergyBall>().Shooter.GetComponent <PlayerHealth>().Mana += (EBDamage * EBMPLifeSteal);
            }

            if (PlayerHP.Health <= 0)
            {
                print("access");
                switch (other.GetComponent <EnergyBall>().Shooter.GetComponent <PlayerHealth>().PlayerNumber)
                {
                //If Game is 2 Player
                default:
                {
                    break;
                }

                case 1:
                {
                    MatchController.GetComponent <GameController>().UpdateScore(1, (1 * MatchController.GetComponent <GameController>().Score_Modifier));
                    break;
                }

                case 2:
                {
                    MatchController.GetComponent <GameController>().UpdateScore(2, (1 * MatchController.GetComponent <GameController>().Score_Modifier));
                    break;
                }

                case 3:
                {
                    MatchController.GetComponent <GameController>().UpdateScore(3, (1 * MatchController.GetComponent <GameController>().Score_Modifier));
                    break;
                }

                case 4:
                {
                    MatchController.GetComponent <GameController>().UpdateScore(4, (1 * MatchController.GetComponent <GameController>().Score_Modifier));
                    break;
                }
                }
            }
        }
    }
Esempio n. 5
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Player")
        {
            PlayerHealth playerHealth = other.gameObject.GetComponent <PlayerHealth>();
            playerHealth.AddDamage(damage);

            Destroy(gameObject);
        }
    }
Esempio n. 6
0
    void OnTriggerStay2D(Collider2D other)
    {
        if (other.tag == "Player" && nextDamage < Time.time)
        {
            PlayerHealth playerHealth = other.gameObject.GetComponent <PlayerHealth>();
            playerHealth.AddDamage(damage);
            nextDamage = Time.time + damageRate;

            playerHealth.PushBack();
        }
    }
Esempio n. 7
0
    //Used to be OnTriggerStay but switched for Marks.
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Player" && nextDamage < Time.time)
        {
            PlayerHealth thePlayerHealth = other.gameObject.GetComponent <PlayerHealth>();
            thePlayerHealth.AddDamage(damage);
            nextDamage = Time.time + damageRate;

            PushBack(other.transform);
        }
    }
Esempio n. 8
0
    IEnumerator Hit(float waitTime)
    {
        yield return(new WaitForSeconds(waitTime));

        _canFly = false;
        _animator.SetTrigger("Destroy");
        if (_hitPlayerHealth)
        {
            _hitPlayerHealth.AddDamage(-20, transform.position);
        }

        Instantiate(_explosionPref, _checkPoint.position, Quaternion.identity);
    }
Esempio n. 9
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Player" && nextDamage <= Time.time)
        {
            PlayerHealth playerHealth = other.gameObject.GetComponent <PlayerHealth>();
            playerHealth.AddDamage(enemyDamage);
            nextDamage = Time.time + damageRate;


            //Instantiate(explostionEfffect, transform.position, Quaternion.identity);

            PushBack(other.transform);
        }
    }
Esempio n. 10
0
    void Update()
    {
        RaycastHit hit;
        Vector3    position = transform.position;
        bool       isHit    = Physics.SphereCast(position, _radius, transform.forward, out hit, _distance, _mask);

        if (isHit)
        {
            PlayerHealth playerHealth = hit.collider.GetComponent <PlayerHealth>();
            if (playerHealth)
            {
                if (playerHealth.CanGetDamage)
                {
                    playerHealth.AddDamage(-Damage, _owner.position);
                    gameObject.SetActive(false);
                }
            }
        }
    }