public void HandleShieldedCollision(Collider2D coll) { if (coll.gameObject.tag == "Bullet") //if it's a bullet { Bullet bc = coll.gameObject.GetComponent <Bullet> (); if (bc != null) { if (bc.CheckActive()) //if we get a Yes, this bullet/trap/shield is active { bc.enemyHit = this.gameObject; ShieldAgainstBullet(bc); bc.Collide(); } } } else if (coll.gameObject.tag == "Trap") //if it's a trap { Trap tc = coll.gameObject.GetComponent <Trap> (); if (tc != null) { if (tc.CheckActive()) //if we get a Yes, this bullet/trap/shield is active { tc.enemyHit = this.gameObject; if (tc.aoe == 0) { ShieldAgainstTrap(tc.dmg); } tc.Collide(); } } } else if (coll.gameObject.tag == "Shield") //if it's a shield { } else if (coll.gameObject.tag == "AoE") { Debug.Log("shield collided with AoE"); GameObject obj = coll.gameObject; AoE ac = obj.GetComponent <AoE>(); if (ac.parent == "Bullet") { //Debug.Log ("parent is bullet@"); ShieldAgainstAoE(ac.aoeDamage); } else if (ac.parent == "Trap") { ShieldAgainstTrap(ac.aoeDamage); } } //other types of collision? }
public virtual void OnTriggerEnter2D(Collider2D coll) //this is said system. //Debug.Log ("a collision happened!"); { if (coll.gameObject.tag == "Bullet") //if it's a bullet { Bullet bc = coll.gameObject.GetComponent <Bullet> (); if (bc != null) { if (bc.CheckActive()) //if we get a Yes, this bullet/trap/shield is active { bc.enemyHit = this.gameObject; TakeDamage(bc.dmg); bc.Collide(); } } } else if (coll.gameObject.tag == "Trap") //if it's a trap { Trap tc = coll.gameObject.GetComponent <Trap> (); if (tc != null) { if (tc.CheckActive()) //if we get a Yes, this bullet/trap/shield is active { tc.enemyHit = this.gameObject; if (tc.aoe == 0f) { hp -= tc.dmg; } tc.Collide(); if (hp <= 0) { Die(); } } } } else if (coll.gameObject.tag == "Shield") //if it's a shield { //shield actions are handled in Dial } else if (coll.gameObject.tag == "AoE") { Debug.Log("enemy collided with AoE"); GameObject obj = coll.gameObject; AoE ac = obj.GetComponent <AoE>(); if (ac.parent == "Bullet") { //StartCoroutine (StatusEffectsBullet (bc)); hp -= ac.aoeDamage; //timesShot++; if (hp <= 0) { Die(); } } else if (ac.parent == "Trap") { hp -= ac.aoeDamage; if (hp <= 0) { Die(); } } } //other types of collision? }
public virtual void OnTriggerEnter2D(Collider2D coll) { if (frozen) { return; //invincible while boss is moving it } if (coll != null && coll.gameObject.tag == "Enemy") //handled before anything that cares about shields { if (knockChained) { Debug.Log("we hit something with knockchain"); float timeEstimate = 1.3f; //how long stuff presumably gets knocked back for //it's an estimate since we can't see it directly (without writing a script to measure it) float duration = knockbackTimer.TimeElapsedSecs(); float remainingTime = timeEstimate - duration; if (remainingTime > 0) { float power = (remainingTime / timeEstimate) * knockbackPower; coll.GetComponent <Enemy>().SelfKnockback(power); coll.GetComponent <Enemy>().SelfStun(stunDuration); Debug.Log("we're calling selfknockback on something"); } } } if (shield != null) { if (shield.hitThisFrame)//the shield handled collision for us this time { return; } else //the shield was either missed or hasn't been handled by collision yet { if (secondaryCollisionTicket) { //let execution through to actually handle the collision- we're calling this function manually secondaryCollisionTicket = false; //punch the ticket } else //skip colliding- wait until update to check if the shield got it for us { collidedThisFrame = true; heldCollision = coll; //store the collision so we can handle it if/when we call this manually return; } } } if (coll == null) { Debug.Log("bullet's gone"); return; } //Debug.Log ("!!! we made it through to our own collision"); if (coll.gameObject.tag == "Bullet") //if it's a bullet { Debug.Log("we got hit by a bullet"); Bullet bc = coll.gameObject.GetComponent <Bullet>(); if (bc != null) { if (bc.CheckActive()) //if we get a Yes, this bullet/trap/shield is active { bc.enemyHit = this.gameObject; GetStatused(bc); //StartCoroutine (StatusEffectsBullet (bc)); //Vamp-Drain if (bc.vampDrain > 0f) { //if this enemy's hp is about to drop to 0 if (hp < bc.dmg * bc.vampDrain) { dialCon.ChangeHealth(hp); } else { dialCon.ChangeHealth(bc.dmg * bc.vampDrain); } } hp -= bc.dmg; timesShot++; bc.Collide(); if (hp <= 0) { hp = 0; Die(); } } } } else if (coll.gameObject.tag == "BulletRadial") //if it's a radial bullet from a BulletTrap { Debug.Log("we got hit by a radialBullet"); BulletRadial bc = coll.gameObject.GetComponent <BulletRadial>(); if (bc != null) { if (bc.CheckActive()) { Debug.Log("this bulletRadial that hit an enemy IS active"); //bulletRadials ignore the enemy that tripped the PTrap to begin with if (this.gameObject != bc.ignoredEnemy) { Debug.Log(this.gameObject.ToString() + "equals " + bc.ignoredEnemy.ToString()); bc.enemyHit = this.gameObject; GetStatused(bc); //StartCoroutine (StatusEffectsBullet (bc)); //Vamp-Drain if (bc.vampDrain > 0f) { //if this enemy's hp is about to drop to 0 if (hp < bc.dmg * bc.vampDrain) { dialCon.ChangeHealth(hp); } else { dialCon.ChangeHealth(bc.dmg * bc.vampDrain); } } hp -= bc.dmg; timesShot++; bc.Collide(); if (hp <= 0) { hp = 0; Die(); } } } } } else if (coll.gameObject.tag == "Trap") //if it's a trap { if (tripsTraps) { Trap tc = coll.gameObject.GetComponent <Trap>(); if (tc != null) { if (tc.CheckActive()) //if we get a Yes, this bullet/trap/shield is active { tc.enemyHit = this.gameObject; //Vamp-Drain if (tc.vampDrain > 0f) { //if this enemy's hp is about to drop to 0 if (hp < tc.dmg * tc.vampDrain) { dialCon.ChangeHealth(hp); } else { dialCon.ChangeHealth(tc.dmg * tc.vampDrain); } } if (tc.aoe == 0f) { hp -= tc.dmg; } tc.Collide(); if (hp <= 0) { Die(); } } } } } else if (coll.gameObject.tag == "ProjectileTrap") //if it's a projectiletrap { //Debug.Log("enemy collided with projectiletrap"); if (tripsTraps) { //Debug.Log("enemy which collided with PTrap DOES trip traps"); ProjectileTrap tc = coll.gameObject.GetComponent <ProjectileTrap>(); if (tc != null) { //Debug.Log("PTrap isn't null"); if (tc.CheckActive()) { tc.enemyHit = this.gameObject; //Vamp-Drain if (tc.vampDrain > 0f) { //if this enemy's hp is about to drop to 0 if (hp < tc.dmg * tc.vampDrain) { dialCon.ChangeHealth(hp); } else { dialCon.ChangeHealth(tc.dmg * tc.vampDrain); } } hp -= tc.dmg; //Debug.Log("calling Collide() on projectiletrap"); tc.Collide(); if (hp <= 0) { Die(); } } } } } else if (coll.gameObject.tag == "Shield") //if it's a shield { //all handled by the shield collision now } else if (coll.gameObject.tag == "AoE") { //Debug.Log ("enemy collided with AoE"); GameObject obj = coll.gameObject; AoE ac = obj.GetComponent <AoE>(); if (ac.parent == "Bullet") { //StartCoroutine (StatusEffectsBullet (bc)); if (ac.vampIsOn) { if (hp < ac.vampDrain) { dialCon.ChangeHealth(hp); } else { dialCon.ChangeHealth(ac.vampDrain); } } hp -= ac.aoeDamage; Debug.Log("damage taken: " + ac.aoeDamage); //timesShot++; if (hp <= 0) { Die(); } } else if (ac.parent == "Trap") { hp -= ac.aoeDamage; if (hp <= 0) { Die(); } } } //other types of collision? }
public virtual void OnTriggerEnter2D(Collider2D coll) { if (frozen) { return; } /*if(coll.gameObject.tag == "Enemy"){ //handled before anything that cares about shields * if(knockChained){ * Enemy e = coll.GetComponent<Enemy>(); * float progressGap = progress-e.GetProgress(); * carrySpacing = progressGap; * CarryEnemy(e); * } * }*/ if (shield != null) { if (shield.hitThisFrame) //the shield handled collision for us this time { return; } else //the shield was either missed or hasn't been handled by collision yet { if (secondaryCollisionTicket) { //let execution through to actually handle the collision- we're calling this function manually secondaryCollisionTicket = false; //punch the ticket } else //skip colliding- wait until update to check if the shield got it for us { collidedThisFrame = true; heldCollision = coll; //store the collision so we can handle it if/when we call this manually return; } } } if (coll == null) { Debug.Log("bullet's gone"); return; } //Debug.Log ("!!! we made it through to our own collision"); if (coll.gameObject.tag == "Bullet") //if it's a bullet { Bullet bc = coll.gameObject.GetComponent <Bullet> (); if (bc != null) { if (bc.CheckActive()) //if we get a Yes, this bullet/trap/shield is active { //dude, the timer on split bullets is to keep it from colliding with itself, not enemies bc.enemyHit = this.gameObject; GetStatused(bc); //StartCoroutine (StatusEffectsBullet (bc)); hp -= bc.dmg; timesShot++; bc.Collide(); if (hp <= 0) { hp = 0; Die(); } } } } else if (coll.gameObject.tag == "Trap") //if it's a trap { if (tripsTraps) { Trap tc = coll.gameObject.GetComponent <Trap>(); if (tc != null) { if (tc.CheckActive()) //if we get a Yes, this bullet/trap/shield is active { tc.enemyHit = this.gameObject; //StartCoroutine (StatusEffectsTrap (tc)); hp -= tc.dmg; tc.Collide(); if (hp <= 0) { Die(); } } } } } else if (coll.gameObject.tag == "Shield") //if it's a shield { //shield actions are handled in DialController } else if (coll.gameObject.tag == "AoE") { //Debug.Log ("enemy collided with AoE"); GameObject obj = coll.gameObject; AoE ac = obj.GetComponent <AoE>(); if (ac.parent == "Bullet") { // if (ac.aoeBulletCon.enemyHit != this.gameObject) //if this isn't the enemy originally hit // { // //Debug.Log ("parent is bullet@"); // Bullet bc = ac.aoeBulletCon; // GetStatused(bc); // //StartCoroutine (StatusEffectsBullet (bc)); // hp -= bc.dmg; // Debug.Log ("damage taken: " + bc.dmg); // //timesShot++; // if(hp <= 0){ // Die (); // } // } } else if (ac.parent == "Trap") { // if (ac.aoeTrapCon.enemyHit != this.gameObject) //if this isn't the enemy originally hit // { // Trap tc = ac.aoeTrapCon; // //StartCoroutine (StatusEffectsTrap (tc)); // hp -= tc.dmg; // if(hp <= 0){ // Die (); // } // } } } //other types of collision? }