Esempio n. 1
0
    void DoCollisionStuff(Collider2D collision)
    {
        if (collision.gameObject.tag.Contains("Player,"))
        {
            //Debug.Log("ALERT");
            switch (parenType)
            {
            case "RedGolem":

                switch (rGolemScript.GetState())
                {
                case "findNextState":
                    if (rGolemScript.GetStateLock() > 0)
                    {
                        break;
                    }
                    else
                    {
                        rGolemScript.SetTargetObject(collision.gameObject);
                        rGolemScript.SetState("pursuit");
                        rGolemScript.SetStateLock(.05f);
                        range.size   = attackRange;
                        range.offset = attackOffset;
                    }
                    break;

                case "idle":
                    if (rGolemScript.GetStateLock() > 0)
                    {
                        break;
                    }
                    else
                    {
                        rGolemScript.SetTargetObject(collision.gameObject);
                        rGolemScript.SetState("pursuit");
                        rGolemScript.SetStateLock(.05f);
                        range.size   = attackRange;
                        range.offset = attackOffset;
                    }
                    break;

                case "stroll":
                    rGolemScript.SetTargetObject(collision.gameObject);
                    rGolemScript.SetState("pursuit");
                    rGolemScript.SetStateLock(.05f);
                    range.size   = attackRange;
                    range.offset = attackOffset;
                    break;

                case "flee":
                    if (rGolemScript.GetStateLock() > 0)
                    {
                        break;
                    }
                    else
                    {
                        rGolemScript.SetTargetObject(collision.gameObject);
                        rGolemScript.SetState("pursuit");
                        rGolemScript.SetStateLock(.05f);
                        range.size   = attackRange;
                        range.offset = attackOffset;
                    }
                    break;

                case "pursuit":
                    if (rGolemScript.GetStateLock() == 0f)
                    {
                        rGolemScript.SetState("attack");
                        rGolemScript.SetXVelocity(0f);
                        rGolemScript.EnterPhysicsMode();
                    }
                    break;
                }

                break;

            case "GreenGolem":
                switch (gGolemScript.GetState())
                {
                case "findNextState":
                    if (gGolemScript.GetStateLock() > 0)
                    {
                        break;
                    }
                    else
                    {
                        gGolemScript.SetTargetObject(collision.gameObject);
                        gGolemScript.SetState("pursuit");
                        gGolemScript.SetStateLock(.05f);
                        range.size   = attackRange;
                        range.offset = attackOffset;
                    }

                    break;

                case "idle":
                    if (gGolemScript.GetStateLock() > 0)
                    {
                        break;
                    }
                    else
                    {
                        gGolemScript.SetTargetObject(collision.gameObject);
                        gGolemScript.SetState("pursuit");
                        gGolemScript.SetStateLock(.05f);
                        range.size   = attackRange;
                        range.offset = attackOffset;
                    }
                    break;

                case "stroll":
                    if (gGolemScript.GetStateLock() > 0)
                    {
                        break;
                    }
                    else
                    {
                        gGolemScript.SetTargetObject(collision.gameObject);
                        gGolemScript.SetState("pursuit");
                        gGolemScript.SetStateLock(.05f);
                        range.size   = attackRange;
                        range.offset = attackOffset;
                    }
                    break;

                case "pursuit":
                    if (gGolemScript.GetStateLock() == 0f)
                    {
                        gGolemScript.SetState("attack");
                        gGolemScript.SetXVelocity(0f);
                        gGolemScript.EnterPhysicsMode();
                    }

                    break;
                }

                break;
            }
        }
        else
        {
        }
        //Debug.Log(range.size);
    }
Esempio n. 2
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.GetComponent <Rigidbody2D>() != null)
        {
            if (!collision.gameObject.tag.Contains(alignment + ","))
            {
                if (autoCalckb)
                {
                    knockBackAngle = Vector2.Angle(new Vector2(transform.position.x, transform.position.y), new Vector2(collision.transform.position.x, collision.transform.position.y));
                }

                target = collision.gameObject;

                if (target.tag.Contains("Player,"))
                {
                    playerScript     = target.GetComponent <PlayerController>();
                    playerScript.Hp -= damage;
                    playerScript.HurtPlayer();
                    playerScript.IncomingKb = new Vector2(knockback, 0).Rotate(knockBackAngle);
                    playerScript.Invoke("ApplyKb", 0.01f);
                    GameObject particles = Instantiate(playerScript.hurtParticles);
                    particles.transform.position   = playerScript.transform.position;
                    particles.transform.localScale = new Vector3(particles.transform.localScale.x * playerScript.GetDir(), particles.transform.localScale.y, particles.transform.localScale.z);
                }
                else if (target.tag.Contains("Prop,"))
                {
                    propScript     = target.GetComponent <PropController>();
                    propScript.hp -= damage;
                }
                else if (target.tag.Contains("RedGolem,"))
                {
                    rGolemScript     = collision.gameObject.GetComponent <RedGolemController>();
                    rGolemScript.hp -= damage;
                    rGolemScript.SetHitStun();
                    rGolemScript.SetTargetObject(transform.parent.gameObject);
                    rGolemScript.IncomingKb = new Vector2(knockback, 0).Rotate(knockBackAngle);
                    rGolemScript.Invoke("ApplyKb", 0.01f);
                    GameObject particles = Instantiate(rGolemScript.hurtParticles);
                    particles.transform.position   = rGolemScript.transform.position;
                    particles.transform.localScale = new Vector3(particles.transform.localScale.x * rGolemScript.GetDir(), particles.transform.localScale.y, particles.transform.localScale.z);
                }
                else if (target.tag.Contains("GreenGolem,"))
                {
                    gGolemScript     = collision.gameObject.GetComponent <GreenGolemController>();
                    gGolemScript.hp -= damage;
                    gGolemScript.SetHitStun();
                    gGolemScript.SetTargetObject(transform.parent.gameObject);
                    gGolemScript.IncomingKb = new Vector2(knockback, 0).Rotate(knockBackAngle);
                    gGolemScript.Invoke("ApplyKb", 0.01f);
                    GameObject particles = Instantiate(gGolemScript.hurtParticles);
                    particles.transform.position   = gGolemScript.transform.position;
                    particles.transform.localScale = new Vector3(particles.transform.localScale.x * gGolemScript.GetDir(), particles.transform.localScale.y, particles.transform.localScale.z);
                }

                /*
                 *  -------------Template for What the added force is---------------------
                 * #use invoke to put a small delay to avoid bugs that involve controller and damage script running simutaneously
                 * otherRigid.AddForce(new Vector2(knockback, 0).Rotate(knockBackAngle), ForceMode2D.Impulse);
                 * */
                Physics2D.IgnoreCollision(range, collision);
            }
        }
    }