public void ApplyDamageModifier(DamageOnTouch damagingScript, bool isRanged) { Debug.Log("Adding modifier from " + this.gameObject.name + " to " + damagingScript.gameObject.name); Debug.Log("Changing from " + damagingScript.DamageCaused + " to " + (damagingScript.DamageCaused + data.attackDamageModifier)); damagingScript.DamageCaused += weaponDamageModifier; }
public void CreateAttackArea() { damageArea = new GameObject(); damageArea.name = this.name + "DamageArea"; damageArea.transform.position = transform.position; damageArea.transform.rotation = transform.rotation; damageArea.transform.SetParent(transform); damageCollider = damageArea.AddComponent <BoxCollider2D>(); damageCollider.offset = areaOffset; damageCollider.size = damageSize; damageCollider.isTrigger = true; Rigidbody2D rigidBody = damageArea.AddComponent <Rigidbody2D>(); rigidBody.isKinematic = true; damageOnTouch = damageArea.AddComponent <DamageOnTouch>(); damageOnTouch.targetLayerMask = targetLayerMaks; damageOnTouch.damage = damage; damageOnTouch.knockDownTarget = knockDownTarget; damageOnTouch.owner = gameObject; }
private void Start() { pauseShooting = false; rockOnPlayer = true; rockGO = Instantiate(rock, gameObject.transform.position, Quaternion.identity); rockMovement = rockGO.GetComponent <Rock>(); damage = rockGO.GetComponentInChildren <DamageOnTouch>(); }
public IAbilityObject Spawn(Ability ability, float multiplier) { DamageOnTouch damageOnTouch = GameObject.Instantiate(this); damageOnTouch.action = ability.Action; damageOnTouch.Multiplier = multiplier; return(damageOnTouch); }
public void Death() { myAgent.enabled = false; DamageOnTouch damageOnTouch = GetComponent <DamageOnTouch>(); if (damageOnTouch != null) { Destroy(damageOnTouch); } Instantiate(myDeathParticleSystem, transform.position + new Vector3(0, myAgent.height, 0), Quaternion.LookRotation((transform.position - myLastAttackOrigin).normalized, Vector3.up)); Destroy(gameObject); }
protected override void Awake() { base.Awake(); bulletBody = GetComponent <Rigidbody>(); bulletCollider = GetComponent <BoxCollider>(); bulletSprite = GetComponent <SpriteRenderer>(); damageComponent = GetComponent <DamageOnTouch>(); bulletVFX = GetComponent <ParticleSystem>(); EnterPoolEvent += OnEnterPool; }
// Use this for initialization void Start() { state = "idle"; original = this.gameObject.GetComponent <SpriteRenderer>().color; prepTime = 1.5f; prevLoc = transform.position.x; controller = GetComponent <CorgiController>(); time = 0; cooldown = 3; range = 3; movement = GetComponent <CharacterHorizontalMovement>(); damTouch = GetComponent <DamageOnTouch>(); damTouch.enabled = false; }
protected virtual void Awake() { _rigidbody = this.gameObject.GetComponent <Rigidbody>(); _damageOnTouch = this.gameObject.GetComponent <DamageOnTouch>(); _aiBehaviour = this.gameObject.GetComponent <MoreMountains.LDJAM42.AIBehaviour>(); _agentController = this.gameObject.GetComponent <AgentController>(); _wandering = this.gameObject.GetComponent <ProjectilesWandering>(); _health = this.gameObject.GetComponent <Health>(); _thrownObject = this.gameObject.GetComponent <ThrownObject>(); Ripple.Stop(); _initialDrag = _rigidbody.drag; _initialMass = _rigidbody.mass; }
private IEnumerator AttackAction() { DamageOnTouch currentDamage = damageDown; switch (facing) { case FacingDiractions.Up: currentDamage = damageUp; break; case FacingDiractions.Down: currentDamage = damageDown; break; case FacingDiractions.Left: currentDamage = damageLeft; break; case FacingDiractions.Right: currentDamage = damageRight; break; } isInAttack = true; if (!_isAttacking) { SoundManager.PlaySound(SoundManager.Sound.sword); } currentDamage.Attack(); yield return(new WaitForSeconds(timeInAttack)); currentDamage.EndAttack(); isInAttack = false; }