コード例 #1
0
ファイル: DamageOnTouch.cs プロジェクト: fkavum/infated
        /// <summary>
        /// Applies damage to itself
        /// </summary>
        /// <param name="damage">Damage.</param>
        protected virtual void SelfDamage(int damage)
        {
            if (_health != null)
            {
                _health.Damage(damage, gameObject, 0f, DamageTakenInvincibilityDuration);
            }

            // we apply knockback to ourself
            if (_coreController != null)
            {
                Vector2 totalVelocity  = _colliderCoreController.Speed + _velocity;
                Vector2 knockbackForce = new Vector2(
                    -1 * Mathf.Sign(totalVelocity.x) * DamageTakenKnockbackForce.x,
                    -1 * Mathf.Sign(totalVelocity.y) * DamageTakenKnockbackForce.y);

                if (DamageTakenKnockbackType == KnockbackStyles.SetForce)
                {
                    _coreController.SetForce(knockbackForce);
                }
                if (DamageTakenKnockbackType == KnockbackStyles.AddForce)
                {
                    _coreController.AddForce(knockbackForce);
                }
            }
        }
コード例 #2
0
ファイル: Character.cs プロジェクト: fkavum/infated
    /// <summary>
    /// Handles the character status.
    /// </summary>
    protected virtual void HandleCharacterStatus()
    {
        // if the character is dead, we prevent it from moving horizontally
        if (ConditionState.CurrentState == CharacterStates.CharacterConditions.Dead)
        {
            _controller.SetHorizontalForce(0);
            return;
        }

        // if the character is frozen, we prevent it from moving
        if (ConditionState.CurrentState == CharacterStates.CharacterConditions.Frozen)
        {
            _controller.GravityActive(false);
            _controller.SetForce(Vector2.zero);
        }
    }
コード例 #3
0
ファイル: DamageOnTouch.cs プロジェクト: fkavum/infated
        /// <summary>
        /// Describes what happens when colliding with a damageable object
        /// </summary>
        /// <param name="health">Health.</param>
        protected virtual void OnCollideWithDamageable(Health health)
        {
            // if what we're colliding with is a CorgiController, we apply a knockback force
            _colliderCoreController = health.gameObject.GetComponentNoAlloc <CoreController>();

            if ((_colliderCoreController != null) && (DamageCausedKnockbackForce != Vector2.zero) && (!_colliderHealth.Invulnerable) && (!_colliderHealth.ImmuneToKnockback))
            {
                _knockbackForce.x = DamageCausedKnockbackForce.x;
                if (DamageCausedKnockbackDirection == KnockbackDirections.BasedOnSpeed)
                {
                    Vector2 totalVelocity = _colliderCoreController.Speed + _velocity;
                    _knockbackForce.x *= -1 * Mathf.Sign(totalVelocity.x);
                }
                if (DamagedTakenKnockbackDirection == KnockbackDirections.BasedOnOwnerPosition)
                {
                    if (Owner == null)
                    {
                        Owner = this.gameObject;
                    }
                    Vector2 relativePosition = _colliderCoreController.transform.position - Owner.transform.position;
                    _knockbackForce.x *= Mathf.Sign(relativePosition.x);
                }

                _knockbackForce.y = DamageCausedKnockbackForce.y;

                if (DamageCausedKnockbackType == KnockbackStyles.SetForce)
                {
                    _colliderCoreController.SetForce(_knockbackForce);
                }
                if (DamageCausedKnockbackType == KnockbackStyles.AddForce)
                {
                    _colliderCoreController.AddForce(_knockbackForce);
                }
            }

            /*if (FreezeFramesOnHitDuration > 0)
             * {
             *  MMEventManager.TriggerEvent(new MMFreezeFrameEvent(FreezeFramesOnHitDuration));
             * }*/

            // we apply the damage to the thing we've collided with
            _colliderHealth.Damage(DamageCaused, gameObject, InvincibilityDuration, InvincibilityDuration);
            SelfDamage(DamageTakenEveryTime + DamageTakenDamageable);
        }
コード例 #4
0
ファイル: Weapon.cs プロジェクト: fkavum/infated
 /// <summary>
 /// Describes what happens when the weapon starts
 /// </summary>
 protected virtual void TurnWeaponOn()
 {
     SfxPlayWeaponStartSound();
     WeaponState.ChangeState(WeaponStates.WeaponStart);
     if ((_characterHorizontalMovement != null) && (ModifyMovementWhileAttacking))
     {
         _movementMultiplierStorage = _characterHorizontalMovement.MovementSpeedMultiplier;
         _characterHorizontalMovement.MovementSpeedMultiplier = MovementMultiplier;
     }
     if (_comboWeapon != null)
     {
         _comboWeapon.WeaponStarted(this);
     }
     if (PreventAllMovementWhileInUse && (_characterHorizontalMovement != null) && (_controller != null))
     {
         _controller.SetForce(Vector2.zero);
         _characterHorizontalMovement.SetHorizontalMove(0f);
         _characterHorizontalMovement.MovementForbidden = true;
     }
 }
コード例 #5
0
        /// <summary>
        /// Called when the object takes damage
        /// </summary>
        /// <param name="damage">The amount of health points that will get lost.</param>
        /// <param name="instigator">The object that caused the damage.</param>
        /// <param name="flickerDuration">The time (in seconds) the object should flicker after taking the damage.</param>
        /// <param name="invincibilityDuration">The duration of the short invincibility following the hit.</param>
        public virtual void Damage(int damage, GameObject instigator, float flickerDuration, float invincibilityDuration, bool ignoreArmor = false)
        {
            // if the object is invulnerable, we do nothing and exit
            if (Invulnerable)
            {
                return;
            }

            // if we're already below zero, we do nothing and exit
            if ((CurrentHealth <= 0) && (InitialHealth != 0))
            {
                return;
            }

            if (isBlocking)
            {
                PlaySound(blockSound);
                DamageDisabled();
                StartCoroutine(DamageEnabled(invincibilityDuration));
                Vector2 knockbackForce = new Vector2(3.0f, 0.0f);
                if (_character.IsFacingRight)
                {
                    knockbackForce.x *= -1;
                }
                _controller.SetForce(knockbackForce);
                _stamina.spendStamina(blockStaminaSpend);
                gotHitCooldown = 5.0f;
                return;
            }
            gotHitCooldown = 5.0f;
            // we decrease the character's health by the damage
            float previousHealth = CurrentHealth;
            float rng            = Random.Range(0.0f, 1.0f);

            ignoreArmor    = (rng > 0.75f) ? true : ignoreArmor;
            CurrentHealth -= (ignoreArmor) ? damage : (damage - Armor);
            PlaySound(damageSound);
            if (OnHit != null)
            {
                OnHit();
            }

            if (CurrentHealth < 0)
            {
                CurrentHealth = 0;
            }

            // we prevent the character from colliding with Projectiles, Player and Enemies
            if (invincibilityDuration > 0)
            {
                DamageDisabled();
                StartCoroutine(DamageEnabled(invincibilityDuration));
            }

            // we trigger a damage taken event
            // TODO:: Event Manager will do something
            //MMEventManager.TriggerEvent(new MMDamageTakenEvent(_character, instigator, CurrentHealth, damage, previousHealth));

            if (_animator != null)
            {
                _animator.SetTrigger("Damage");
            }

            // we play the sound the player makes when it gets hit
            PlayHitSfx();

            // When the character takes damage, we create an auto destroy hurt particle system
            if (DamageEffect != null)
            {
                Instantiate(DamageEffect, transform.position, transform.rotation);
            }

            if (FlickerSpriteOnHit && !isBlocking)
            {
                // We make the character's sprite flicker
                if (_renderer != null)
                {
                    StartCoroutine(Blink(flickerDuration, 0.05f, 0.05f));
                }
            }

            //CharacterStates.CharacterTypes.AI
            if (_character.CharacterType == CharacterStates.CharacterTypes.Player)
            {
                UpdateHealthBar(true);
            }

            // if health has reached zero
            if (CurrentHealth <= 0)
            {
                // we set its health to zero (useful for the healthbar)
                CurrentHealth = 0;
                if (_character != null)
                {
                    //Debug.Log("Character's Health is " + CurrentHealth);

                    //if (_character.CharacterType == Character.CharacterTypes.Player)
                    //{
                    //	LevelManager.Instance.KillPlayer(_character);
                    //	return;
                    //}
                }

                Kill();
            }
        }