Esempio n. 1
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        void OnEnable()
        {
            m_EnemyController = GetComponent <EnemyController>();
            m_NavMeshAgent    = GetComponent <NavMeshAgent>();

            SceneLinkedSMB <GrenadierBehaviour> .Initialise(m_EnemyController.animator, this);

            fistWeapon.SetOwner(gameObject);
            fistWeapon.EndAttack();

            m_CoreMaterial         = coreRenderer.materials[1];
            m_OriginalCoreMaterial = m_CoreMaterial.GetColor("_Color2");

            m_EnemyController.animator.Play(hashIdleState, 0, Random.value);

            shield.SetActive(false);

            m_Damageable = GetComponentInChildren <Damageable>();
        }
Esempio n. 2
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        private void AddHealth(Damageable damageable)
        {
            int currentNumberOfHearts = m_HealthIconAnimators.Count;

            if (currentNumberOfHearts < damageable.maxHitPoints)
            {
                for (int i = currentNumberOfHearts; i < damageable.maxHitPoints; i++)
                {
                    GameObject healthIcon = Instantiate(healthIconPrefab);
                    healthIcon.transform.SetParent(transform);
                    RectTransform healthIconRect = healthIcon.transform as RectTransform;
                    healthIconRect.anchoredPosition = Vector2.zero;
                    healthIconRect.sizeDelta        = Vector2.zero;
                    healthIconRect.anchorMin       += new Vector2(k_HeartIconAnchorWidth, 0f) * i;
                    healthIconRect.anchorMax       += new Vector2(k_HeartIconAnchorWidth, 0f) * i;
                    m_HealthIconAnimators.Add(healthIcon.GetComponent <Animator>());
                }
            }
        }
Esempio n. 3
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        protected float m_ShieldActivationTime; //盾的启动时间


        void OnEnable()                                           //游戏开始前的准备
        {
            m_EnemyController = GetComponent <EnemyController>(); //获取怪物的敌人控制器组件
            m_NavMeshAgent    = GetComponent <NavMeshAgent>();    //获得怪物的寻路组件

            SceneLinkedSMB <GrenadierBehaviour> .Initialise(m_EnemyController.animator, this);

            fistWeapon.SetOwner(gameObject);                                 //设置可以使用拳击的对象
            fistWeapon.EndAttack();                                          //默认拳击为停止状态

            m_CoreMaterial         = coreRenderer.materials[1];              //将核心材质替换为蒙皮过滤器的2号材质
            m_OriginalCoreMaterial = m_CoreMaterial.GetColor("_Color2");     //将基础颜色设为核心材质的_Color2的颜色

            m_EnemyController.animator.Play(hashIdleState, 0, Random.value); //播放一个随机进度的投掷者站立动画   https://docs.unity3d.com/ScriptReference/Animator.Play.html

            shield.SetActive(false);                                         //盾关闭

            m_Damageable = GetComponentInChildren <Damageable>();            //获得子物体的伤害控制组件
        }
Esempio n. 4
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        private void SetHealth(Damageable damageable)
        {
            m_HealthIconAnimators = new List <Animator>();

            for (int i = 0; i < damageable.maxHitPoints; i++)
            {
                GameObject healthIcon = Instantiate(healthIconPrefab);
                healthIcon.transform.SetParent(transform);
                RectTransform healthIconRect = healthIcon.transform as RectTransform;
                healthIconRect.anchoredPosition = Vector2.zero;
                healthIconRect.sizeDelta        = Vector2.zero;
                healthIconRect.anchorMin       += new Vector2(k_HeartIconAnchorWidth, 0f) * i;
                healthIconRect.anchorMax       += new Vector2(k_HeartIconAnchorWidth, 0f) * i;
                m_HealthIconAnimators.Add(healthIcon.GetComponent <Animator>());

                if (damageable.currentHitPoints < i + 1)
                {
                    m_HealthIconAnimators[i].Play(m_HashInactiveState);
                    m_HealthIconAnimators[i].SetBool(m_HashActivePara, false);
                }
            }
        }
        public void Explosion()
        {
            if (explosionPlayer)
            {
                explosionPlayer.transform.SetParent(null);
                explosionPlayer.PlayRandomClip();
            }

            int count = Physics.OverlapSphereNonAlloc(transform.position, explosionRadius, m_ExplosionHitCache,
                                                      damageMask.value);

            Damageable.DamageMessage message = new Damageable.DamageMessage
            {
                amount       = damageAmount,
                damageSource = transform.position,
                damager      = this,
                stopCamera   = false,
                throwing     = true
            };


            for (int i = 0; i < count; ++i)
            {
                Damageable d = m_ExplosionHitCache[i].GetComponentInChildren <Damageable>();

                if (d != null)
                {
                    d.ApplyDamage(message);
                }
            }

            pool.Free(this);

            m_VFXInstance.gameObject.transform.position = transform.position;
            m_VFXInstance.time = 0.0f;
            m_VFXInstance.gameObject.SetActive(true);
            m_VFXInstance.Play(true);
        }
        private void OnTriggerStay(Collider other)
        {
            if ((damagedLayers.value & 1 << other.gameObject.layer) == 0)
            {
                return;
            }

            Damageable d = other.GetComponentInChildren <Damageable>();

            if (d != null && !d.isInvulnerable)
            {
                Damageable.DamageMessage message = new Damageable.DamageMessage
                {
                    damageSource = transform.position,
                    damager      = this,
                    amount       = amount,
                    direction    = (other.transform.position - transform.position).normalized,
                    throwing     = false
                };

                d.ApplyDamage(message);
            }
        }
Esempio n. 7
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        private void Update()
        {
            Damageable.DamageMessage data;
            data.damageSource = transform.position;
            data.amount       = 1;
            data.damager      = this;
            data.stopCamera   = false;
            data.throwing     = true;

            int count = Physics.OverlapSphereNonAlloc(transform.position, m_Collider.radius * transform.localScale.x,
                                                      sOverlapCache, m_PlayerMask);

            for (int i = 0; i < count; ++i)
            {
                Damageable d = sOverlapCache[i].GetComponent <Damageable>();

                if (d != null)
                {
                    data.direction = d.transform.position - transform.position;
                    d.ApplyDamage(data);
                }
            }
        }
 public void ChangeHitPointUI(Damageable damageable)
 {
     SetHitPointUI(damageable.currentHitPoints);
 }