void Start() { hurtJumpAngle = Mathf.Clamp(hurtJumpAngle, k_MinHurtJumpAngle, k_MaxHurtJumpAngle); m_TanHurtJumpAngle = Mathf.Tan(Mathf.Deg2Rad * hurtJumpAngle); m_FlickeringWait = new WaitForSeconds(flickeringDuration); meleeDamager.DisableDamage(); m_ShotSpawnGap = 1f / shotsPerSecond; m_NextShotTime = Time.time; m_ShotSpawnWait = new WaitForSeconds(m_ShotSpawnGap); if (!Mathf.Approximately(maxHorizontalDeltaDampTime, 0f)) { float maxHorizontalDelta = maxSpeed * cameraHorizontalSpeedOffset + cameraHorizontalFacingOffset; m_CamFollowHorizontalSpeed = maxHorizontalDelta / maxHorizontalDeltaDampTime; } if (!Mathf.Approximately(maxVerticalDeltaDampTime, 0f)) { float maxVerticalDelta = cameraVerticalInputOffset; m_CamFollowVerticalSpeed = maxVerticalDelta / maxVerticalDeltaDampTime; } SceneLinkedSMB <PlayerCharacter> .Initialise(m_Animator, this); m_StartingPosition = transform.position; m_StartingFacingLeft = GetFacing() < 0.0f; }
public void EndAttack() { if (meleeDamager != null) { meleeDamager.gameObject.SetActive(false); meleeDamager.DisableDamage(); } }
//llamado con un evento en la animacion de ataque del enemigo chomper public void EndAttack() { if (meleeDamager != null) { meleeDamager.gameObject.SetActive(false);//desactive el transform meleeDamager.DisableDamage(); } }
void Start() { hurtJumpAngle = Mathf.Clamp(hurtJumpAngle, k_MinHurtJumpAngle, k_MaxHurtJumpAngle); m_TanHurtJumpAngle = Mathf.Tan(Mathf.Deg2Rad * hurtJumpAngle); m_FlickeringWait = new WaitForSeconds(flickeringDuration); meleeDamager.DisableDamage(); //Ada Script ExperienceBar = GameObject.Find("ExperienceBar"); ExperienceBarSlider = GameObject.Find("ExperienceBarSlider"); XpBarFill = GameObject.Find("XpBarFill"); staminaBarFill = GameObject.Find("staminaBarFill"); staminaBarSlider = GameObject.Find("staminaBarSlider"); manaBarFill = GameObject.Find("manaBarFill"); manaBarSlider = GameObject.Find("manaBarSlider"); levelUpText = GameObject.Find("levelUpText"); levelUpText.SetActive(false); theSound = gameObject.AddComponent <AudioSource>(); HealthUI.ChangeHitPointUI(damageable); currentExperience = 0; characterLevel = 1; ExperienceBar.GetComponent <Text>().text = "" + characterLevel; XpBarFill.GetComponent <Text>().text = currentExperience + " / " + levelUpAmount; staminaBarFill.GetComponent <Text>().text = stamina + " / 100"; manaBarFill.GetComponent <Text>().text = mana + " / 100"; InvokeRepeating("RegenerationTick", 0.0f, 1.0f); //EndOf Ada Script m_ShotSpawnGap = 1f / shotsPerSecond; m_NextShotTime = Time.time; m_ShotSpawnWait = new WaitForSeconds(m_ShotSpawnGap); if (!Mathf.Approximately(maxHorizontalDeltaDampTime, 0f)) { float maxHorizontalDelta = maxSpeed * cameraHorizontalSpeedOffset + cameraHorizontalFacingOffset; m_CamFollowHorizontalSpeed = maxHorizontalDelta / maxHorizontalDeltaDampTime; } if (!Mathf.Approximately(maxVerticalDeltaDampTime, 0f)) { float maxVerticalDelta = cameraVerticalInputOffset; m_CamFollowVerticalSpeed = maxVerticalDelta / maxVerticalDeltaDampTime; } SceneLinkedSMB <PlayerCharacter> .Initialise(m_Animator, this); m_StartingPosition = transform.position; m_StartingFacingLeft = GetFacing() < 0.0f; }
public void DisableDamage() { if (meleeDamager != null) { meleeDamager.DisableDamage(); } if (contactDamager != null) { contactDamager.DisableDamage(); } }
//Deshabilitar Daño public void DisableDamage() { if (meleeDamager != null) { meleeDamager.DisableDamage(); //Deshabilite el daño cuerpo a cuerpo } if (contactDamager != null) { contactDamager.DisableDamage(); //Deshabilite el daño por contacto } }
public void DisableMeleeAttack() { meleeDamager.DisableDamage(); }
//Habilitado por Script MeleeAttack en Behaviour del estado MeleeAttack al entrar al estado public void DisableMeleeAttack() { meleeDamager.DisableDamage();//Deshablite el daño cuerpo a cuerpo }