public virtual void AttemptToCastSpell( PlayerAnimatorManager animationHandler, PlayerStats playerStats, WeaponSlotManager weaponSlotManager) { Debug.Log("Casting Spell"); }
public override void SuccessfullyCastSpell( PlayerAnimatorManager animationHandler, PlayerStats playerStats, CameraHandler cameraHandler, WeaponSlotManager weaponSlotManager) { base.SuccessfullyCastSpell(animationHandler, playerStats, cameraHandler, weaponSlotManager); GameObject instantiatedSpellFX = Instantiate(spellCastFX, weaponSlotManager.rightHandSlot.transform.position, cameraHandler.cameraPivotTransform.rotation); rigidbody = instantiatedSpellFX.GetComponent <Rigidbody>(); // spell dmg collider //spellDamageCollider = instatiatedSpellFX.GetComponent<SpellDamageCollider>(); //aiming spell angle w/ or w/o lock on if (cameraHandler.currentLockOnTarget != null) { instantiatedSpellFX.transform.LookAt(cameraHandler.currentLockOnTarget.transform); } else { instantiatedSpellFX.transform.rotation = Quaternion.Euler(cameraHandler.cameraPivotTransform.eulerAngles.x, playerStats.transform.eulerAngles.y, 0); } rigidbody.AddForce(instantiatedSpellFX.transform.forward * projectileForwardVelocity); rigidbody.AddForce(instantiatedSpellFX.transform.up * projectileUpwardVelocity); rigidbody.useGravity = isEffectedByGravity; rigidbody.mass = projectileMass; instantiatedSpellFX.transform.parent = null; }
public virtual void SuccessfullyCastSpell( PlayerAnimatorManager animationHandler, PlayerStats playerStats, CameraHandler cameraHandler, WeaponSlotManager weaponSlotManager) { Debug.Log("Casting Spell successful"); playerStats.DeductFocusPoints(focusPointCost); }
private void Awake() { cameraHandler = FindObjectOfType <CameraHandler>(); animatorHandler = GetComponent <PlayerAnimatorManager>(); playerEquipmentManager = GetComponent <PlayerEquipmentManager>(); playerManager = GetComponentInParent <PlayerManager>(); playerStats = GetComponentInParent <PlayerStats>(); playerInventory = GetComponentInParent <PlayerInventory>(); weaponSlotManager = GetComponent <WeaponSlotManager>(); inputHandler = GetComponentInParent <InputHandler>(); }
public override void AttemptToCastSpell( PlayerAnimatorManager animationHandler, PlayerStats playerStats, WeaponSlotManager weaponSlotManager) { base.AttemptToCastSpell(animationHandler, playerStats, weaponSlotManager); GameObject instantiatedWarmUpSpellFX = Instantiate(spellWarmUpFX, animationHandler.transform); animationHandler.PlayTargetAnimation(spellAnimation, true); Debug.Log("Casting Spell"); Destroy(instantiatedWarmUpSpellFX, 2); }
private void Awake() { playerAttacking = GetComponentInChildren <PlayerAttacking>(); playerInventory = GetComponent <PlayerInventory>(); playerManager = GetComponent <PlayerManager>(); playerStats = GetComponent <PlayerStats>(); uiManager = FindObjectOfType <UIManager>(); cameraHandler = FindObjectOfType <CameraHandler>(); weaponSlotManager = GetComponentInChildren <WeaponSlotManager>(); playerAnimatorManager = GetComponentInChildren <PlayerAnimatorManager>(); playerFXManager = GetComponentInChildren <PlayerFXManager>(); blockingCollider = GetComponentInChildren <BlockingCollider>(); }
public override void SuccessfullyCastSpell( PlayerAnimatorManager animationHandler, PlayerStats playerStats, CameraHandler cameraHandler, WeaponSlotManager weaponSlotManager) { //whenever we use the successfully cast spell it will also fire this function from the class it derives from on Spell_Item base.SuccessfullyCastSpell(animationHandler, playerStats, cameraHandler, weaponSlotManager); GameObject instantiatedSpellFX = Instantiate(spellCastFX, animationHandler.transform); playerStats.RestoreHP(healAmount); Destroy(instantiatedSpellFX, 2); Debug.Log("Spell Cast Successful"); }
public override void AttemptToCastSpell( PlayerAnimatorManager animationHandler, PlayerStats playerStats, WeaponSlotManager weaponSlotManager) { base.AttemptToCastSpell(animationHandler, playerStats, weaponSlotManager); //instantiate the spell in the player's hand GameObject instantiatedWarmUpSpellFX = Instantiate(spellWarmUpFX, weaponSlotManager.rightHandSlot.transform); //The scale changes depends on preference instantiatedWarmUpSpellFX.gameObject.transform.localScale = new Vector3(1, 1, 1); //play animation animationHandler.PlayTargetAnimation(spellAnimation, true); }
private void Awake() { playerInventory = FindObjectOfType <PlayerInventory>(); weaponSlotManager = FindObjectOfType <WeaponSlotManager>(); uiManager = FindObjectOfType <UIManager>(); }
private void Awake() { enemyStats = GetComponentInParent <EnemyStats>(); enemyManager = GetComponentInParent <EnemyManager>(); weaponSlotManager = GetComponent <WeaponSlotManager>(); }
private void Awake() { quickSlotsUI = FindObjectOfType <QuickSlotsUI>(); weaponSlotManager = GetComponentInChildren <WeaponSlotManager>(); }
public virtual void AttemptToConsumeItem(PlayerAnimatorManager playerAnimatorManager, WeaponSlotManager weaponSlotManager, PlayerFXManager playerFXManager) { if (currentAmount > 0) { playerAnimatorManager.PlayTargetAnimation(consumeAnimation, isInteracting, true); } else { playerAnimatorManager.PlayTargetAnimation("Potion Empty", true); } }
private void Awake() { playerStats = GetComponentInParent <PlayerStats>(); weaponSlotManager = GetComponent <WeaponSlotManager>(); }
public override void AttemptToConsumeItem(PlayerAnimatorManager playerAnimatorManager, WeaponSlotManager weaponSlotManager, PlayerFXManager playerFXManager) { base.AttemptToConsumeItem(playerAnimatorManager, weaponSlotManager, playerFXManager); //spawn item model GameObject potionModel = Instantiate(itemModel, weaponSlotManager.leftHandSlot.transform); playerFXManager.currentFX = recoveryFX; playerFXManager.amountToBeHealed = hpRestoredAmount; playerFXManager.instantiatedFXModel = potionModel; // disable weapon model weaponSlotManager.rightHandSlot.UnloadWeapon(); weaponSlotManager.leftHandSlot.UnloadWeapon(); }