// Use this for initialization void Start() { trans = GetComponent <Transform>(); rb = GetComponent <Rigidbody>(); anim = GetComponent <Animator>(); playerStats = GetComponent <Player_Stats>(); input = GetComponent <GameInputs>(); nearEnemies = GetComponent <HandleNearEnemies>(); capsule = GetComponent <CapsuleCollider>(); capsuleHeight = capsule.height; capsuleCenter = capsule.center; rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; origGroundCheckDistance = groundCheckDistance; cam = Camera.main.transform; isGrounded = true; cursor = CursorLockMode.Locked; GameObject obj = GameObject.FindGameObjectWithTag("PlayerMelee"); meleeCollider = obj.GetComponent <BoxCollider>(); meleeCollScript = obj.GetComponent <MeleeCollider>(); isRunning = false; }
// Attack with weapon public override GameObject Attack(Vector3 pos, Quaternion rotation) { if (fireRate < timer) { timer = 0; meleeCollider.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); // Spawn a aabb here if collision occur damage is done GameObject go = Instantiate(meleeCollider, pos, rotation); go.SetActive(true); SoundManager.Instance.PlayOneShot(shootEffect); MeleeCollider meleeScript = go.GetComponent <MeleeCollider>(); if (meleeScript) { meleeScript.SetDamage(damage); } //Debug.Log(pos); //meleeCollider.GetComponent<BoxCollider2D>().offset = new Vector2(0, range); //meleeCollider.GetComponent<BoxCollider2D>().size = new Vector2(1, 1.5f); //meleeCollider.transform.localScale = new Vector3(0.5f, range, 1); isAttack = true; return(go); } return(null); }
public void Attack(Weapon equippedWeapon) { meleeCollider = equippedWeapon.GetComponentInChildren <MeleeCollider>(); meleeCollider.DisableMeleeCollider(); if (Time.time > nextAttack) { meleeCollider.EnableMeleeCollider(); nextAttack = Time.time + equippedWeapon.rateOfAttack; } }
public void Attack(Weapon equippedWeapon) { meleeCollider = equippedWeapon.GetComponentInChildren <MeleeCollider>(); Assert.IsNotNull(meleeCollider); if (Time.time > nextAttack) { meleeCollider.AttemptAttack(equippedWeapon); nextAttack = Time.time + equippedWeapon.rateOfAttack; } }
public void Attack(Weapon equippedWeapon) { meleeCollider = equippedWeapon.GetComponentInChildren<MeleeCollider>(); meleeCollider.DisableMeleeCollider(); if (Time.time > nextAttack) { meleeCollider.EnableMeleeCollider(); nextAttack = Time.time + equippedWeapon.rateOfAttack; } }
private LinkNodeConnector m_JabRecoveryLink; //The jab recovery animation node link #endregion #endregion #region Unity Methods protected override void Awake() { base.Awake(); GameManager.PlayerPopulation += OnFindInanna; //initalize the number of players who are going to be pulled m_PlayersBeingPulled = new bool[PhotonNetwork.playerList.Length]; //find the room center obejct by tag RoomCenter to get for (int i = 0; i < m_PlayersBeingPulled.Length; i++) { m_PlayersBeingPulled[i] = false; } m_RoomCenter = GameObject.FindGameObjectWithTag("RoomCenter").transform; m_LineRenderer = GetComponentInChildren <NetworkLineRenderer>(); LocalLineRenderer.enabled = false; MeleeCollider meleeCollider = SpearCollider.GetComponent <MeleeCollider>(); meleeCollider.Init(-1, 10, null); }
public ToggleMeleeColliderNode(AI reference, Collider colliderRef, int damage) : base(reference, colliderRef) { m_MeleeCollider = colliderRef.gameObject.GetComponent <MeleeCollider>(); m_Damage = damage; }