Esempio n. 1
0
 private void OnTriggerExit2D(Collider2D collision)
 {
     if (collision.tag == "Char" || collision.tag == "Player")
     {
         charHealth CH = collision.transform.GetComponentInParent <charHealth>();
         if (CH._getTeam() != team)
         {
             CHs.Remove(CH);
         }
     }
 }
Esempio n. 2
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Char" || collision.tag == "Player")
        {
            charHealth CH = collision.transform.GetComponentInParent <charHealth>();

            if (CH._getTeam() != team)
            {
                CHs.Add(CH);
                CH._getAttack(oneDamage[0], oneDamage[1], oneDamage[2]);
            }
        }
    }
Esempio n. 3
0
    void doAttackAttack(int attackAttackClass)
    {
        attackCurrsor = attackAttackClass;
        CH._getAttack(mySelfHealthDamage[attackCurrsor], mySelfBalanceDamage[attackCurrsor], mySelfManaDamage[attackCurrsor]);
        AS._changgeDamage(CH._getTeam(), timeDamage[attackCurrsor],
                          onceHealthDamage[attackCurrsor], onceBalanceDamage[attackCurrsor], onceManaDamage[attackCurrsor],
                          moreHealthDamage[attackCurrsor], moreBalanceDamage[attackCurrsor], moreManaDamage[attackCurrsor]);
        process     = 2;
        attackTimer = 0;
        komboTimer  = 0;
        komboChens  = true;

        attackObject.transform.eulerAngles = new Vector3(0, 0, attackAngle);
        CSC._doCreateColider(PC, attackAngles[attackAttackClass], attackRadius[attackAttackClass]);
    }