コード例 #1
0
    void OnTriggerEnter(Collider other)
    {
        // Trigger story box and set triggered bool
        if (other.name == "Mage")
        {
            if (currentLine <= endLine)
            {
                storyScript.isActive = true;
                storyScript.transform.GetChild(2).GetComponent <Text>().text = talker;
                storyScript.currentLine = currentLine;
                storyScript.endLine     = endLine;
                storyScript.EnableDialogBox();
            }

            isTriggered = true;
        }
    }
コード例 #2
0
    void Update()
    {
        if (hitInArmor && !triggeredDialog)
        {
            triggeredDialog      = true;
            storyScript.isActive = true;
            storyScript.transform.GetChild(2).GetComponent <Text>().text = "Bash'Than";
            storyScript.currentLine = 64;
            storyScript.endLine     = 67;
            storyScript.EnableDialogBox();
        }

        // Timers

        if (theEnd > 0f)
        {
            theEnd -= Time.deltaTime;
            if (theEnd <= 0f)
            {
                SceneManager.LoadScene("Meniu");
            }
            return;
        }

        if (attackTimer > 0f)
        {
            attackTimer -= Time.deltaTime;
        }

        if (searchPathTimer > 0f)
        {
            searchPathTimer -= Time.deltaTime;
        }

        if (jumpTimer > 0f)
        {
            jumpTimer -= Time.deltaTime;
        }

        if (isOccupied > 0f)
        {
            isOccupied -= Time.deltaTime;
        }

        if (pullingTimer > 0f)
        {
            StopCoroutine("FollowPath");
            GetComponent <Rigidbody>().velocity = Vector2.zero;
            pullingTimer -= Time.deltaTime;

            if (pullingTimer <= 1f)
            {
                anim.SetBool("PullWeapon", true);
                isJumping = false;
            }
        }
        else
        {
            anim.SetBool("PullWeapon", false);
        }

        // Health
        if (stats.health <= 0f)
        {
            if (gameObject.tag == "Monsters")
            {
                Vector3    dustPos   = new Vector3(transform.position.x, transform.position.y, transform.position.z - 0.8f);
                GameObject _greyDust = (GameObject)Instantiate(deathObjects.greyDust, dustPos, Quaternion.identity);
                _greyDust.GetComponent <DestroyAfterTime>().time = 1f;
                GameObject _funeralStone = (GameObject)Instantiate(deathObjects.funeralStone, transform.position, transform.rotation);
                _funeralStone.GetComponent <DestroyAfterTime>().time = 20f;
            }
            StopCoroutine("FollowPath");
            playerControl.stunTime = 10f;
            transform.GetChild(0).gameObject.SetActive(false);
            theEnd = 2f;
        }
        if (stats.health <= 30 && armor[0])
        {
            Destroy(armor[0]);
            fallingArmor[0].transform.position    = transform.position;
            fallingArmor[0].transform.eulerAngles = new Vector3(0, 0, transform.eulerAngles.z);
            fallingArmor[0].SetActive(true);
        }
        if (stats.health <= 20 && armor[1])
        {
            Destroy(armor[1]);
            fallingArmor[1].transform.position    = transform.position;
            fallingArmor[1].transform.eulerAngles = new Vector3(0, 0, transform.eulerAngles.z);
            fallingArmor[1].SetActive(true);
        }
        if (stats.health <= 10 && armor[2])
        {
            isVulnerable = true;
            Destroy(armor[2]);
            Destroy(armor[3]);
            fallingArmor[2].transform.position    = transform.position;
            fallingArmor[2].transform.eulerAngles = new Vector3(0, 0, transform.eulerAngles.z);
            fallingArmor[2].SetActive(true);
        }

        // Stun
        if (stunTime > 0f || stoppedInStory)
        {
            StopCoroutine("FollowPath");
            anim.SetBool("isAttacking", false);
            anim.SetBool("isMoving", false);
            GetComponent <Rigidbody>().velocity = Vector2.zero;
            follow    = false;
            stunTime -= Time.deltaTime;
            return;
        }

        if (preJump > 0f)
        {
            StopCoroutine("FollowPath");
            anim.SetBool("isAttacking", false);
            anim.SetBool("isMoving", false);
            GetComponent <Rigidbody>().velocity = Vector2.zero;
            follow   = false;
            preJump -= Time.deltaTime;
            return;
        }

        // Attacking
        //Melee Attack
        anim.SetBool("isAttacking", false);
        if (pullingTimer <= 0f && !isJumping && Vector3.Distance(transform.position, target.transform.position) <= stats.attackRange)
        {
            if (attackTimer <= 0f)
            {
                attack        = true;
                attackTimer   = stats.attackSpeed;
                isAttacking   = 0f;
                hasHit        = false;
                stopForAttack = 1.5f;

                float rotZ = Mathf.Atan2(target.transform.position.y - transform.position.y, target.transform.position.x - transform.position.x) * Mathf.Rad2Deg;
                transform.rotation = Quaternion.Euler(0f, 0f, rotZ + 90f);
            }
            if (attack)
            {
                isOccupied = Mathf.Max(isOccupied, 1f);
                anim.SetBool("isAttacking", true);

                isAttacking += Time.deltaTime;
                if (isAttacking >= 0f)
                {
                    if (!hasHit)
                    {
                        hasHit = true;
                        playerControl.health      -= (int)stats.hitDamage;
                        playerControl.moveBack     = 0.3f;
                        playerControl.hitDirection = new Vector3(target.transform.position.x - transform.position.x, target.transform.position.y - transform.position.y, 0f);
                    }

                    if (isAttacking >= 1f)
                    {
                        attack = false;
                    }
                }
            }
        }
        else if (!isJumping)
        {
            //Jump Attack
            anim.SetBool("isJumping", false);
            if (!isJumping && isOccupied <= 0f && jumpTimer <= 0f && Vector3.Distance(transform.position, target.transform.position) <= stats.jumpRange)
            {
                isJumping = true;

                if (!isJumping)
                {
                    preJump = 1f;
                    return;
                }

                jumpTarget = target.transform.position;
                jumpTimer  = 15f;
                anim.SetBool("isJumping", true);

                float rotZ = Mathf.Atan2(jumpTarget.y - transform.position.y, jumpTarget.x - transform.position.x) * Mathf.Rad2Deg;
                transform.rotation = Quaternion.Euler(0f, 0f, rotZ + 90f);
            }
        }


        if (stopForAttack > 0f)
        {
            StopCoroutine("FollowPath");
            GetComponent <Rigidbody>().velocity = Vector2.zero;
            follow         = false;
            stopForAttack -= Time.deltaTime;
            return;
        }


        if (isJumping)
        {
            StopCoroutine("FollowPath");

            Vector3 direction = new Vector3(jumpTarget.x - transform.position.x, jumpTarget.y - transform.position.y, 0f);
            direction.Normalize();
            GetComponent <Rigidbody>().velocity = new Vector2(direction.x * 400f * Time.deltaTime, direction.y * 400f * Time.deltaTime);

            if (Vector3.Distance(jumpTarget, transform.position) <= 1f)
            {
                if (pullingTimer <= 0f)
                {
                    pullingTimer = 8f;
                }
                GetComponent <Rigidbody>().velocity = Vector2.zero;
                StopCoroutine("FollowPath");
            }
            return;
        }

        if (pullingTimer > 0f)
        {
            StopCoroutine("FollowPath");
            GetComponent <Rigidbody>().velocity = Vector2.zero;
            follow = false;
            return;
        }

        // Moving
        follow = false;
        if (Vector3.Distance(transform.position, target.transform.position) <= stats.followRange && !isJumping)
        {
            follow = true;
        }


        if (follow == true)
        {
            if (searchPathTimer <= 0f)
            {
                searchPathTimer = 0.4f;
                PathRequestManager.RequestPath(grid, transform.position, target.transform.position, gameObject, OnPathFound);
            }
        }
        else
        {
            StopCoroutine("FollowPath");
            GetComponent <Rigidbody>().velocity = Vector2.zero;
        }
    }