Esempio n. 1
0
    //---------------------------------------------

    // Called by an ability when it hits the player.
    public void OnPlayerHit(Vector3 hitDirection, float multiplier, float damage, float cameraShakeDuration, float cameraShakeIntensity, HitBy hitBy)
    {
        playerHp.DecreaseHP(damage);
        int pIndex = (int)playerIndex;

        playerDamageInfo(pIndex, damage);

        int listIndex = Random.Range(0, hitAudioNames.Count);

        AudioManager.instance.PlayWithRandomPitch(hitAudioNames[listIndex]);

        if (multiplier > 0)
        {
            smokeTrail = Instantiate(hitDustTrail, gameObject.transform.position, Quaternion.identity) as GameObject;

            smokeTrail.transform.SetParent(gameObject.transform, true);
        }


        if (!isVibrating)
        {
            if (this.gameObject.activeInHierarchy) //To prevent it ffrom being called after players "die"
            {
                StartCoroutine(WaitToDisableVibrations());
            }
        }

        if (hitBy != HitBy.Storm || hitBy != HitBy.Tick)
        {
            direction           = hitDirection;
            knockbackMultiplier = multiplier;

            camera.ShakeCamera(cameraShakeDuration, cameraShakeIntensity);
            ApplyKnockback(direction, forceAmount, multiplier);

            states.SetStateTo(PlayerStates.PossibleStates.GotHit);
            StartCoroutine(RestoredFromHit());
        }

        if (hitBy == HitBy.Dash)
        {
            StartCoroutine(LightningDamageTick(damage));
        }
    }
Esempio n. 2
0
    //-------------------------------

    IEnumerator ShootProjecilet()
    {
        // Delay when pressing Shoot and being in the state where the animation is playing, to when the actual shoot is being spawned
        yield return(new WaitForSeconds(delayAfterPressingShootAndProjectileGetsShoot));

        // Checks if still in the IsShooting state after the delay incase player has gotten hit or something
        if (playerState.IsState(PlayerStates.PossibleStates.IsShooting))
        {
            Vector3 projectileSpawnLocation = (player.transform.position + player.transform.forward * lengthInFrontOfPlayerProjectileShouldSpawn);

            GameObject spawnedProjectile = Instantiate(projectileToSpawe, projectileSpawnLocation, player.gameObject.transform.rotation) as GameObject;

            spawnedProjectiles.Add(spawnedProjectile);

            spawnedProjectile.GetComponent <Projectile>().currentProjectileDamage = fireBallDamage;
            spawnedProjectile.GetComponent <Projectile>().minimumKnockback        = fireBallKnockback;
            spawnedProjectile.GetComponent <Projectile>().minimumSpeed            = fireBallSpeed;
            spawnedProjectile.GetComponent <Projectile>().startingTurnSpeed       = fireBallStartingTurnSpeed;
            spawnedProjectile.GetComponent <Projectile>().targetTurnSpeed         = fireBallTargetTurnSpeed;
            spawnedProjectile.GetComponent <Projectile>().timeToLerpFromStartingToTargetTurnSpeed = timeToLerpFromStartingToTargetTurnSpeed;

            GameObject spawnedProjectileVFX = Instantiate(projectileSpawnVFX, projectileSpawnLocation, player.transform.rotation) as GameObject;

            spawnedProjectile.GetComponent <Projectile>().owner = player;
        }

        // Delay after shooting and going back to normal
        yield return(new WaitForSeconds(delayAfterShootingProjectileAndGoingBackToNormal));

        if (playerState.IsState(PlayerStates.PossibleStates.IsShooting))
        {
            playerState.SetStateTo(PlayerStates.PossibleStates.IsNormal);
        }

        yield return(null);
    }
Esempio n. 3
0
    //-----------------------------------
    // Dash Lerp and Casts for hits

    IEnumerator Dash()
    {
        float leftJoystickInput;

        float initialDashVerticalAxis = playerMovement.verticalAxis;

        float initialDashHorizontalAxis = playerMovement.horizontalAxis;

        // Sets the leftJoystickInput to be the highest value that is coming from the left joystick
        if (Mathf.Abs(playerMovement.horizontalAxis) > Mathf.Abs(playerMovement.verticalAxis))
        {
            leftJoystickInput = Mathf.Abs(playerMovement.horizontalAxis);
        }
        else
        {
            leftJoystickInput = Mathf.Abs(playerMovement.verticalAxis);
        }

        // Sets Length to dash depending on how much you press the left joystick.
        float lengthToDash = Mathf.Lerp(dashMinLength, dashMaxLength, leftJoystickInput);

        float dashDuration = Mathf.Lerp(dashMinDuration, dashMaxDuration, leftJoystickInput);

        float knockbackToApply = Mathf.Lerp(dashMinKnockback, dashMaxKnockback, leftJoystickInput);

        dashDuration = 1 / dashDuration;

        float dashCounter = 0;

        RaycastHit[] dashSphereCastHits;

        // Delay before starting dash, could be like 0.1 sek
        yield return(new WaitForSeconds(delayBeforeStartingDash));

        // If Still in the Dash State after delay then continues with the coroutine, otherwise breaks it.
        if (playerState.IsState(PlayerStates.PossibleStates.IsDashing) == false)
        {
            yield break;
        }

        // Dash Start Location
        Vector3 dashStartLocation = gameObject.transform.position;

        // Dash Target Location
        Vector3 dashTargetLocation = (dashStartLocation + gameObject.transform.forward * lengthToDash);

        if (drawDebugDashTargetAndHitRadius)
        {
            Debug.DrawLine(dashStartLocation, dashTargetLocation, Color.red, 60);
        }

        // Spawns Particle Effects
        GameObject dashVFXTemp1 = Instantiate(dashVFX1, player.transform.position, Quaternion.identity) as GameObject;
        GameObject dashVFXTemp2 = Instantiate(dashVFX2, player.transform.position, Quaternion.identity) as GameObject;

        // Set Dash VFX Parent
        dashVFXTemp1.transform.SetParent(gameObject.transform.root.transform, true);
        dashVFXTemp2.transform.SetParent(gameObject.transform.root.transform, true);

        // While player is 0.1 meters away from the dash target location
        while (Vector3.Distance(player.transform.position, dashTargetLocation) > 0.1f)
        {
            Vector3 dirFromEnemyToPlayer;
            Vector3 dirFromPlayerToEnemy;

            // If Still Dashing then lerps the player
            if (playerState.IsState(PlayerStates.PossibleStates.IsDashing))
            {
                if (useJoystickCancelDash)
                {
                    // If players Move Left stick to much to another direction from where they started the dash then cancels it
                    if (playerMovement.horizontalAxis >= initialDashHorizontalAxis + dashMoveCancelTreshHold || playerMovement.horizontalAxis <= initialDashHorizontalAxis - dashMoveCancelTreshHold)
                    {
                        playerState.SetStateTo(PlayerStates.PossibleStates.IsNormal);
                        StopDash();
                        yield break;
                    }


                    // If players Move Left stick to much to another direction from where they started the dash then cancels it
                    else if (playerMovement.verticalAxis >= initialDashVerticalAxis + dashMoveCancelTreshHold || playerMovement.verticalAxis <= initialDashVerticalAxis - dashMoveCancelTreshHold)
                    {
                        playerState.SetStateTo(PlayerStates.PossibleStates.IsNormal);
                        StopDash();
                        yield break;
                    }
                }

                // Lerps the player toward from start locaation to dash location, casting for hits along the way.
                player.transform.position = Vector3.Lerp(dashStartLocation, dashTargetLocation, dashSpeedCurve.Evaluate(dashCounter));

                dashCounter += dashDuration * Time.deltaTime;

                // Sphere cast for enemies and obstacles, if 2 hit eachother and are both dashing then both should get stunned.
                dashSphereCastHits = Physics.SphereCastAll(player.transform.position, dashHitRadius, gameObject.transform.forward, dashHitRadius, dashTraceFor);

                // If got a Hit when dashing then lerps through them and checks what it was
                if (dashSphereCastHits.Length > 0)
                {
                    foreach (RaycastHit dashHits in dashSphereCastHits)
                    {
                        if (dashHits.transform.gameObject.tag == "Player" && dashHits.transform.gameObject != player)
                        {
                            // If Dashing into Enemy that is also dashing
                            if (dashHits.transform.gameObject.GetComponent <PlayerStates>().IsState(PlayerStates.PossibleStates.IsDashing) && !enemiesDashedInto.Contains(dashHits.transform.gameObject))
                            {
                                enemiesDashedInto.Add(dashHits.transform.gameObject);

                                // Calls Hit on Self when dashing into eachother
                                dirFromEnemyToPlayer = (transform.position - dashHits.collider.gameObject.transform.position).normalized;
                                player.GetComponent <PlayerHit>().OnPlayerHit(new Vector3(dirFromEnemyToPlayer.x, knockbackY, dirFromEnemyToPlayer.z), knockbackWhenDashingIntoEachother, dashDamage, dashOnDashCameraShakeDuration, dashOnDashCameraShakeIntensity, PlayerHit.HitBy.Dash);

                                // Calls Hit on Enemy when dashing into eachother
                                dirFromPlayerToEnemy = (dashHits.collider.gameObject.transform.position - transform.position).normalized;
                                dashHits.collider.gameObject.GetComponent <PlayerHit>().OnPlayerHit(new Vector3(dirFromPlayerToEnemy.x, knockbackY, dirFromPlayerToEnemy.z), knockbackWhenDashingIntoEachother, dashDamage, 0, 0, PlayerHit.HitBy.Dash);

                                // Get Middle point between two players that have dashed into eachother
                                Vector3 locationBetweenPlayers = (transform.position + dashHits.collider.gameObject.transform.position) / 2;

                                // Spawn dashingIntoEachotherFX in that location
                                GameObject spawnedProjectileFX = Instantiate(dashOnDashVFX, locationBetweenPlayers, Quaternion.identity) as GameObject;

                                timeManager.SlowDownTime(dashOnDashSlowDownTimeScale, dashOnDashSlowDownDuration);
                            }

                            // If Dashing into player that is not dashing
                            else if (!dashHits.transform.gameObject.GetComponent <PlayerStates>().IsState(PlayerStates.PossibleStates.IsDashing) && !enemiesDashedInto.Contains(dashHits.transform.gameObject))
                            {
                                enemiesDashedInto.Add(dashHits.transform.gameObject);

                                // Get Direction Vector Hit Player and Calls Hit
                                dirFromPlayerToEnemy = (dashHits.collider.gameObject.transform.position - transform.position).normalized;
                                dashHits.collider.gameObject.GetComponent <PlayerHit>().OnPlayerHit(new Vector3(dirFromPlayerToEnemy.x, knockbackY, dirFromPlayerToEnemy.z), knockbackToApply, dashDamage, 0, 0, PlayerHit.HitBy.Dash);

                                // Spawns the Dash VFX this player uses on the enemy that it hit
                                GameObject enemyDashedIntoVFXTemp1 = Instantiate(dashVFX1, dashHits.transform.gameObject.transform.position, Quaternion.identity) as GameObject;
                                GameObject enemyDashedIntoVFXTemp2 = Instantiate(dashVFX2, dashHits.transform.gameObject.transform.position, Quaternion.identity) as GameObject;

                                // Set Dash VFX Parent
                                enemyDashedIntoVFXTemp1.transform.SetParent(dashHits.transform.gameObject.transform, true);
                                enemyDashedIntoVFXTemp2.transform.SetParent(dashHits.transform.gameObject.transform, true);


                                // TODO If only 2 players left, always slow down time when hitting with dash
                                // timeManager.SlowDownTime(dashSlowDownTimeScale, dashSlowDownDuration);
                            }
                        }

                        // If Dashed into Wall
                        else if (dashHits.transform.gameObject.tag == "Wall")
                        {
                            // If Hit Wall then returns to Normal State and Stops Dash
                            playerState.SetStateTo(PlayerStates.PossibleStates.IsNormal);

                            StopDash();

                            yield break;
                        }
                    }
                }

                // If no hit and still in Dash State then returns null so while loop runs again
                yield return(null);
            }

            // If No longer in Dashing state then Stops Dash without changing State back to normal
            else
            {
                StopDash();

                yield break;
            }
        }

        StopDash();


        // If Dash Complete, can have delay DashEndTime before going back to Normal
        yield return(new WaitForSeconds(delayAfterDashBeforeReturningToNormal));

        // If still in dash state after delay then sets it to be normal, otherwise just returns null
        if (playerState.IsState(PlayerStates.PossibleStates.IsDashing))
        {
            playerState.SetStateTo(PlayerStates.PossibleStates.IsNormal);
        }

        yield return(null);
    }
Esempio n. 4
0
    //-----------------------------------

    IEnumerator Reflecting()
    {
        float counter = 0;

        float scaleRadiusCounter = 1 / reflectDuration;

        RaycastHit[] reflectCastHits;

        // float reflectMoveForwardCounter = 0;

        // RaycastHit[] reflectMoveForwardCastHits;

        // Plays Reflect FX
        reflectFXParticle.Play(true);

        // Small Delay After FX Started and Collision is Actually Enabled. Good if it takes a few frames for FX to kick in.
        yield return(new WaitForSeconds(delayFromVFXSpawnToReflectStart));

        // Check is still reflecting, if not then returns. Exchange for real state later
        if (!playerState.IsState(PlayerStates.PossibleStates.IsReflecting))
        {
            yield break;
        }

        /* Related to Reflect Move Forward which is not in use anymore
         * // Reflect Start Location
         * Vector3 reflectStartMoveLocation = player.transform.gameObject.transform.position;
         *
         * // Reflect Target Location
         * Vector3 reflectTargetMoveLocation = (reflectStartMoveLocation + player.transform.gameObject.transform.forward * reflectLengthToMoveForward);
         */

        while (counter <= reflectDuration)
        {
            if (playerState.IsState(PlayerStates.PossibleStates.IsReflecting))
            {
                reflectRadius = Mathf.Lerp(reflectRadiusFrom, reflectRadiusTo, counter * scaleRadiusCounter);

                counter += Time.deltaTime;

                // Sphere cast for enemies and obstacles, if 2 hit eachother and are both dashing then both should get stunned.
                reflectCastHits = Physics.SphereCastAll(player.transform.position, reflectRadius, gameObject.transform.forward, reflectRadius, reflectTraceFor);


                if (reflectCastHits.Length > 0)
                {
                    foreach (RaycastHit reflectHits in reflectCastHits)
                    {
                        // Calculates the Angle Hit
                        Vector3 direction = reflectHits.transform.gameObject.transform.root.gameObject.transform.position - transform.root.transform.position;
                        float   angle     = Vector3.Angle(direction, gameObject.transform.forward);

                        // If Collide with Player
                        if (reflectHits.transform.gameObject.tag == "Player" && reflectHits.transform.gameObject != player && !playersReflected.Contains(reflectHits.transform.gameObject) && angle < reflectHitAngle && !reflectHits.transform.gameObject.GetComponent <PlayerStates>().IsState(PlayerStates.PossibleStates.IsReflecting))
                        {
                            playersReflected.Add(reflectHits.transform.gameObject);

                            Vector3 dirFromPlayerToEnemy = (reflectHits.transform.gameObject.transform.position - transform.position).normalized;

                            // Spawns VFX when reflected player
                            GameObject reflectedPlayerTemp = Instantiate(playerHitWithReflectVFX, reflectHits.transform.gameObject.transform.position, Quaternion.identity) as GameObject;

                            // Call Hit On Play with 0 damage and Knockback
                            reflectHits.transform.gameObject.GetComponent <PlayerHit>().OnPlayerHit(new Vector3(dirFromPlayerToEnemy.x, reflectKnockbackY, dirFromPlayerToEnemy.z), reflectKnockback, reflectDamage, 0, 0, PlayerHit.HitBy.Reflect);
                        }

                        // If Two Reflects Hit Eachother
                        else if (reflectHits.transform.gameObject.tag == "Player" && reflectHits.transform.gameObject != player && !playersReflected.Contains(reflectHits.transform.gameObject) && angle < reflectHitAngle && reflectHits.transform.gameObject.GetComponent <PlayerStates>().IsState(PlayerStates.PossibleStates.IsReflecting))
                        {
                            // TODO - Adda Reflect On Reflect VFX Here

                            playersReflected.Add(reflectHits.transform.gameObject);

                            Vector3 dirFromEnemyToPlayer = (transform.position - reflectHits.transform.gameObject.transform.root.gameObject.transform.position).normalized;

                            Vector3 dirFromPlayerToEnemy = (reflectHits.transform.gameObject.transform.root.gameObject.transform.position - transform.position).normalized;

                            reflectHits.transform.gameObject.GetComponent <PlayerHit>().OnPlayerHit(new Vector3(dirFromPlayerToEnemy.x, reflectKnockbackY, dirFromPlayerToEnemy.z), reflectOnReflectKnockback, reflectDamage, 0.1f, 0.05f, PlayerHit.HitBy.Reflect);

                            player.GetComponent <PlayerHit>().OnPlayerHit(new Vector3(dirFromEnemyToPlayer.x, reflectKnockbackY, dirFromEnemyToPlayer.z), reflectOnReflectKnockback, reflectDamage, 0.1f, 0.05f, PlayerHit.HitBy.Reflect);

                            timeManager.SlowDownTime(reflectOnReflectSlowDownTimeScale, reflectOnReflectSlowDownDuration);
                        }

                        // If Reflect Hit a Projectile and its not the players own projectile
                        else if (reflectHits.transform.gameObject.tag == "Projectile" && !player.GetComponentInChildren <ProjectileAbility>().spawnedProjectiles.Contains(reflectHits.transform.gameObject.transform.root.gameObject) && angle < reflectHitAngle)
                        {
                            // Calls Got Reflected on the Projectile
                            reflectHits.transform.gameObject.GetComponent <Projectile>().GotReflected(transform.root.gameObject, reflectHits.point);

                            ReflectedProjectile(reflectHits.point);
                        }
                    }
                }

                /* Related to Reflect Move Forward which is not in use anymore
                 *
                 * if (ShouldMoveForwardWhenReflecting) {
                 *      // Moves player forward a bit when reflecting
                 *          player.transform.position = Vector3.Lerp(reflectStartMoveLocation, reflectTargetMoveLocation, reflectMoveForwardCounter);
                 *
                 *          reflectMoveForwardCastHits = Physics.SphereCastAll(player.transform.position, reflectMoveForwardCastRadius, gameObject.transform.forward, reflectMoveForwardCastRadius, reflectMoveForwardTraceFor);
                 *
                 *          // If not hitting Wall, then lerps forward
                 *          if (reflectMoveForwardCastHits.Length == 0) {
                 *
                 *              reflectMoveForwardCounter = counter * reflectSpeedToMoveForward;
                 *          }
                 *      }
                 */

                // When reflected a Projectile
                if (haveReflectedProjectile)
                {
                    // Stops Emitting the FX, making it dissapear faster
                    reflectFXParticle.Stop(true, ParticleSystemStopBehavior.StopEmitting);

                    haveReflectedProjectile = false;

                    // Small delay for when VFX is gone
                    yield return(new WaitForSeconds(delayAfterVFXDissapearingAndReflectOff));

                    playersReflected.Clear();

                    reflectRadius = reflectRadiusFrom;

                    // If still IsReflecting after the small delay, then resets it to normal
                    if (playerState.IsState(PlayerStates.PossibleStates.IsReflecting))
                    {
                        playerState.SetStateTo(PlayerStates.PossibleStates.IsNormal);
                    }

                    yield break;
                }
            }

            else
            {
                reflectFXParticle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);

                playersReflected.Clear();
                reflectRadius = reflectRadiusFrom;

                yield break;
            }

            yield return(null);
        }

        // If Reflect is Finished without get abrubted then sets state to Normal
        playerState.SetStateTo(PlayerStates.PossibleStates.IsNormal);

        playersReflected.Clear();
        reflectRadius = reflectRadiusFrom;
    }