Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        anim = gameObject.GetComponent <Animator>();
        RB   = gameObject.GetComponent <Rigidbody2D>();

        enemyDMG = gameObject.GetComponent <enemyDamage>();

        playerContact = false;
    }
Esempio n. 2
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    private void OnCollisionEnter(Collision collision)
    {
        //take damage
        if (collision.gameObject.tag == "Enemy")
        {
            FindObjectOfType <AudioManager>().Play("hit");

            enemyDamage colliderDmg = collision.gameObject.GetComponent <enemyDamage>();
            health -= colliderDmg.damage;
        }
    }
Esempio n. 3
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    void Start()
    {
        rigidBody = GetComponent <Rigidbody>();

        transform.eulerAngles = enemyDirection;
        playerCube            = GameObject.FindGameObjectWithTag("Player");
        enemyDmg = GetComponent <enemyDamage>();
        if (enemyDmg.enemyNumber == enemyDamage.EnemyTypes.enemyCylinder)
        {
            enemyDirection = new Vector3(0, Random.Range(0, 360), 0);
        }
    }
Esempio n. 4
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    void Start()
    {
        rigidBody = GetComponent<Rigidbody>();

        transform.eulerAngles = enemyDirection;
        playerCube = GameObject.FindGameObjectWithTag("Player");
        enemyDmg = GetComponent<enemyDamage>();
        if(enemyDmg.enemyNumber == enemyDamage.EnemyTypes.enemyCylinder)
        {
            enemyDirection = new Vector3(0, Random.Range(0, 360), 0);
        }
    }
Esempio n. 5
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    void Shoot()
    {
        FindObjectOfType <AudioManager>().Play("gun");

        RaycastHit hit;

        if (Physics.Raycast(transform.position, transform.forward, out hit, range))
        {
            if (hit.transform.tag == "Enemy")
            {
                enemyDamage target = hit.transform.gameObject.GetComponent <enemyDamage>();
                target.getHit(damage);
            }
            Instantiate(explosion, hit.point - transform.forward + Vector3.up, Quaternion.identity);
        }
    }
Esempio n. 6
0
    void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Enemy4"))
        {
            enemyDamage ed = other.GetComponent <enemyDamage>();
            ed.ouchThatHurts();


            Destroy(gameObject);



            // Destroy(other.gameObject);
        }
        else if (other.CompareTag("obstacle"))
        {
            Destroy(gameObject);
        }
    }
Esempio n. 7
0
 void OnTriggerEnter(Collider shot)
 {
     if(shot.transform.tag == "Enemy")
     {
         enemyDmg = shot.transform.GetComponent<enemyDamage>();
         switch (enemyDmg.enemyNumber)
         {
             case enemyDamage.EnemyTypes.enemyCylinder:
                 enemyDmg.damage(wkDamage);
                 break;
             case enemyDamage.EnemyTypes.enemyCube:
                 enemyDmg.damage(strDamage);
                 break;
             case enemyDamage.EnemyTypes.enemyCapsule:
                 enemyDmg.damage(supstrDamage);
                 break;
         }
         Destroy(gameObject);
     }
 }
Esempio n. 8
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    void OnTriggerEnter(Collider shot)
    {
        if (shot.transform.tag == "Enemy")
        {
            enemyDmg = shot.transform.GetComponent <enemyDamage>();
            switch (enemyDmg.enemyNumber)
            {
            case enemyDamage.EnemyTypes.enemyCylinder:
                enemyDmg.damage(wkDamage);
                break;

            case enemyDamage.EnemyTypes.enemyCube:
                enemyDmg.damage(strDamage);
                break;

            case enemyDamage.EnemyTypes.enemyCapsule:
                enemyDmg.damage(supstrDamage);
                break;
            }
            Destroy(gameObject);
        }
    }
Esempio n. 9
0
    public void damage(string gestureClass, float gestureScore)
    {
        if (FightManager.currEnemy == null)
        {
            return;
        }
        // code to make enemy fly back
        AutoMove.damaged       = true;
        AutoMove.playerContact = false;
        Animator    enemyAnim = FightManager.currEnemy.GetComponent <Animator>();
        enemyDamage enemyDMG  = FightManager.currEnemy.GetComponent <enemyDamage>();

        // enemyDMG.contact = false;
        enemyAnim.SetTrigger("IsPushed");

        // code to make player fight
        Animator playerAnim = FightManager.currPlayer.GetComponent <Animator>();

        playerAnim.SetTrigger("isFighting");

        switch (gestureClass)
        {
        case "Lightning":
            if (SaveManager.Instance.upgrades[8] != 0 && FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible)
            {
                SfxManager.PlaySound("Zap");

                GameObject tempLightning   = Instantiate(lightning, FightManager.currPlayer.transform.position, Quaternion.identity);
                float      lightningLength = tempLightning.GetComponent <SpriteRenderer>().bounds.size.x / 2;
                float      dist            = -FightManager.currPlayer.transform.position.x + FightManager.currEnemy.transform.position.x;
                float      toScale         = dist / lightningLength;
                tempLightning.transform.localScale = new Vector3(toScale / 2, tempLightning.transform.localScale.y, tempLightning.transform.localScale.z);
                tempLightning.transform.position   = FightManager.currPlayer.transform.position + new Vector3(lightningLength * tempLightning.transform.localScale.x, -1f, 0);

                lightningAnim = tempLightning.GetComponent <Animator>();
                lightningAnim.SetTrigger("On");
                StartCoroutine(destroyAfterTime(0.5f, tempLightning));
                //Temp formula
                float damage = (float)SaveManager.Instance.gestureDMG[3];
                FightManager.currEnemy.gameObject.GetComponent <enemyHealth>().addDamage(damage);

                FloatingTextController.CreateFloatingText(damage.ToString(), FightManager.currEnemy.transform);
            }
            Debug.Log(gestureClass + " " + gestureScore);
            break;

        case "forward slash":
            if (SaveManager.Instance.upgrades[6] != 0 && FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible)
            {
                GameObject tempSlash = Instantiate(slash, FightManager.currEnemy.transform.position, Quaternion.identity);

                SfxManager.PlaySound("ForwardSlash");
                slashAnim = tempSlash.GetComponent <Animator>();
                slashAnim.SetTrigger("On");
                StartCoroutine(destroyAfterTime(0.5f, tempSlash));
                //Temp formula
                float damage = (float)SaveManager.Instance.gestureDMG[2];
                FightManager.currEnemy.gameObject.GetComponent <enemyHealth>().addDamage(damage);

                FloatingTextController.CreateFloatingText(damage.ToString(), FightManager.currEnemy.transform);
            }
            Debug.Log(gestureClass + " " + gestureScore);
            break;

        case "back slash":
            if (SaveManager.Instance.upgrades[4] != 0 && FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible)
            {
                //Temp formula

                GameObject tempSlash = Instantiate(slash, FightManager.currEnemy.transform.position, Quaternion.identity);
                tempSlash.transform.localScale = new Vector3(-tempSlash.transform.localScale.x, tempSlash.transform.localScale.y, tempSlash.transform.localScale.z);

                SfxManager.PlaySound("BackwardSlash");
                slashAnim = tempSlash.GetComponent <Animator>();
                slashAnim.SetTrigger("On");
                StartCoroutine(destroyAfterTime(0.5f, tempSlash));
                float damage = (float)SaveManager.Instance.gestureDMG[1];
                FightManager.currEnemy.gameObject.GetComponent <enemyHealth>().addDamage(damage);

                FloatingTextController.CreateFloatingText(damage.ToString(), FightManager.currEnemy.transform);
            }
            Debug.Log(gestureClass + " " + gestureScore);
            break;

        case "line":
            if (FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible)
            {
                GameObject tempLine = Instantiate(line, FightManager.currEnemy.transform.position, Quaternion.identity);
                SfxManager.PlaySound("Line");

                lineAnim = tempLine.GetComponent <Animator>();
                lineAnim.SetTrigger("On");
                StartCoroutine(destroyAfterTime(0.2f, tempLine));
                float damage = (float)SaveManager.Instance.gestureDMG[0];
                FightManager.currEnemy.gameObject.GetComponent <enemyHealth>().addDamage(damage);

                FloatingTextController.CreateFloatingText(damage.ToString(), FightManager.currEnemy.transform);
            }
            Debug.Log(gestureClass + " " + gestureScore);
            break;

        case "Fireball":
            if (SaveManager.Instance.upgrades[10] != 0 && FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible)
            {
                Vector3    offset   = new Vector3(0.1f, -0.5f, 0);
                Vector3    spawnPos = FightManager.currPlayer.transform.position + offset;
                GameObject tempPyro = Instantiate(pyro, spawnPos, Quaternion.identity);
                SfxManager.PlaySound("FireBall");

                tempPyro.GetComponent <Rigidbody2D>().AddForce(new Vector2(10f, 0), ForceMode2D.Impulse);
            }
            Debug.Log(gestureClass + " " + gestureScore);
            break;
        }
    }