// Start is called before the first frame update void Start() { gss = gameObject.GetComponent <GameScoreScript>(); hps = gameObject.GetComponent <HealthPointsScript>(); pis = gameObject.GetComponent <PlayerInventoryScript>(); pc = gameObject.GetComponent <PlayerController>(); }
// Update is called once per frame void FixedUpdate() { int realDmg = DealtDamage; PotionEffectsScript pes = gameObject?.transform?.parent?.gameObject?.GetComponent <PotionEffectsScript>(); if (pes != null) { realDmg = (int)(realDmg * pes.Strength); } Collider2D[] colliders = Physics2D.OverlapBoxAll(new Vector2(gameObject.transform.position.x + collider.offset.x, gameObject.transform.position.y + collider.offset.y), new Vector2(collider.bounds.size.x * 2, collider.bounds.size.y * 2), 0, AffectedLayer); for (int i = 0; i < colliders.Length; i++) { if ((AffectedLayer.value & (1 << colliders[i].gameObject.layer)) > 0) { HealthPointsScript hps = (colliders[i].GetComponent(typeof(HealthPointsScript)) as HealthPointsScript); if (hps != null) { hps.GetHit(realDmg); } if (SelfDestroy) { this.gameObject.SetActive(false); } } } }
private void Awake() { damagerR = AttackR.GetComponent <DamagerScript>(); damagerL = AttackL.GetComponent <DamagerScript>(); damagerR2 = AttackR2.GetComponent <DamagerScript>(); damagerL2 = AttackL2.GetComponent <DamagerScript>(); attackR = AttackR.GetComponent <TemporalEnablerScript>(); attackL = AttackL.GetComponent <TemporalEnablerScript>(); attackR2 = AttackR2.GetComponent <TemporalEnablerScript>(); attackL2 = AttackL2.GetComponent <TemporalEnablerScript>(); hii = SelectedItemDisplay.GetComponent <HeldItemImage>(); cc2 = GetComponent <CapsuleCollider2D>(); renderer = GetComponent <SpriteRenderer>(); rigidbody2D = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); inventory = GetComponent <PlayerInventoryScript>(); hps = GetComponent <HealthPointsScript>(); cam = Camera.GetComponent <Camera>(); pes = GetComponent <PotionEffectsScript>(); throwers.Clear(); throwers.Add("BOMB", Thrower_Bomb.GetComponent <PlayerThrowScript>()); throwers.Add("AF_P", Thrower_AF_P.GetComponent <PlayerThrowScript>()); throwers.Add("AF_M", Thrower_AF_M.GetComponent <PlayerThrowScript>()); throwers.Add("AF_F", Thrower_AF_F.GetComponent <PlayerThrowScript>()); throwers.Add("AF_A", Thrower_AF_A.GetComponent <PlayerThrowScript>()); throwers.Add("AF_H", Thrower_AF_H.GetComponent <PlayerThrowScript>()); throwers.Add("PT_V", Thrower_PT_V.GetComponent <PlayerThrowScript>()); throwers.Add("AR_R", Thrower_AR_R.GetComponent <PlayerThrowScript>()); throwers.Add("AR_H", Thrower_AR_H.GetComponent <PlayerThrowScript>()); throwers.Add("AR_F", Thrower_AR_F.GetComponent <PlayerThrowScript>()); throwers.Add("AR_P", Thrower_AR_P.GetComponent <PlayerThrowScript>()); throwers.Add("AR_M", Thrower_AR_M.GetComponent <PlayerThrowScript>()); GroundCheck1 = GroundCheck + new Vector2(0.15f, 0f); GroundCheck2 = GroundCheck + new Vector2(-0.15f, 0f); //GOD MODE if (GodMode) { hps.IncreaseMax(100000); dmgMult = 10000; IncreaseAttackMult(); } }
// Update is called once per frame void FixedUpdate() { Collider2D[] colliders = Physics2D.OverlapBoxAll(new Vector2(gameObject.transform.position.x + collider.offset.x, gameObject.transform.position.y + collider.offset.y), new Vector2(collider.bounds.size.x / 2, collider.bounds.size.y / 2), int.MaxValue); for (int i = 0; i < colliders.Length; i++) { GameObject collider = colliders[i].gameObject; AbstractAfectable af = (AbstractAfectable)colliders[i].GetComponent(typeof(AbstractAfectable)); if (af != null) { af.OnExplode(); } HealthPointsScript hps = (colliders[i].GetComponent(typeof(HealthPointsScript)) as HealthPointsScript); if (hps != null) { hps.GetHit(150); } } }
// Start is called before the first frame update void Start() { hps = gameObject.GetComponent <HealthPointsScript>(); sr = gameObject.GetComponent <SpriteRenderer>(); }