public bool CanAttack(GameObject cTarget) { if (cTarget == null || gameObject.name == cTarget.gameObject.name) { return(false); } Health targetToTest = cTarget.GetComponent <Health>(); return(targetToTest != null && !targetToTest.IsDead()); }
public bool CanAttack(GameObject combatTarget) { if (combatTarget == null) { return(false); } Health targetToTest = combatTarget.GetComponent <Health>(); return(targetToTest != null && !targetToTest.IsDead()); }
public bool CanAttack(CombatTarget combatTarget) { if (combatTarget == null) { return(false); } Health targetToAttack = combatTarget.GetComponent <Health>(); return(targetToAttack != null && !targetToAttack.IsDead()); }
public bool PlayerCanAttack(GameObject combatTarget) { if (combatTarget == null || combatTarget == player) { return(false); } Health targetToTest = combatTarget.GetComponent <Health>(); //return true if.. return(targetToTest != null && !targetToTest.IsDead()); //continuing from previous line }
public bool CanAttack(GameObject combatTarget) { if (combatTarget == null) { return(false); } Health health = combatTarget.GetComponent <Health>(); return(health != null && !health.IsDead()); }
private bool isTargetInvalid() { if (target != null) { if (!target.IsDead()) { return(false); } } return(true); }
public bool CanAttack(GameObject combatTarget) { // tied to InteractWithCombat() in PlayerController.cs if (combatTarget == null) { return(false); } Health targetToTest = combatTarget.GetComponent <Health>(); return(targetToTest != null && !targetToTest.IsDead()); }
public bool CanAttack(GameObject combatTarget) //Falls kein CombatTarget ausgewählt ist oder der target isDead ist, wird false zurück gegeben. { if (combatTarget == null) { return(false); } Health targetToTest = combatTarget.GetComponent <Health>(); return(targetToTest != null && !targetToTest.IsDead()); }
//ignores dead enimies such as their hit box (checks is they are dead) public bool CanAttack(CombatTarget combatTarget) { //if we click on the terrain instead of target return false if (combatTarget == null) { return(false); } Health targetToTest = combatTarget.GetComponent <Health>(); return(targetToTest != null && !targetToTest.IsDead()); }
void Update() { if (target == null) { return; } if (isHomingProjectile && !target.IsDead()) { transform.LookAt(GetAimLocation()); } transform.Translate(Vector3.forward * speed * Time.deltaTime); }
private void AttackBehaviour() { //A little bit different from lesson in lesson if dead he puts a return in // the update i prefer to check here so we can still move to the guy if (timeSinceLastAttack > timeBetweenAttacks && !target.IsDead()) { //this will trigger the void Hit() event gameObject.transform.LookAt(target.transform); TriggerAttackAnim(); timeSinceLastAttack = 0; } }
public bool CanAttack(GameObject combatTarget) { if (combatTarget == null) { return(false); } Health targetToTest = combatTarget.GetComponent <Health>(); //se o target nao for null e não estiver morto return(targetToTest != null && !targetToTest.IsDead()); }
private void Update() { if (target == null) { return; } if (targetTransform == Vector3.zero || isHoming && !target.IsDead()) { transform.LookAt(GetAimLocation()); } transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime); }
public bool CanAttack(GameObject target) { Health targetHealthComponent = target.GetComponent <Health>(); if (targetHealthComponent == null || targetHealthComponent.IsDead()) { return(false); } else { return(true); } }
public bool CanAttack(GameObject combatTarget) { if (combatTarget == null) { return(false); } Health targetHealth = combatTarget.GetComponent <Health>(); if (targetHealth.IsDead()) { return(false); } return(true); }
public bool CanAttack(GameObject combatTarget) { if (combatTarget == null) { return(false); } if (!GetComponent <Mover>().CanMoveTo(combatTarget.transform.position) && !GetIsInRange(combatTarget.transform)) { return(false); } Health targetToTest = combatTarget.GetComponent <Health>(); return(targetToTest != null && !targetToTest.IsDead()); }
//function to check if the enemy that was hit by raycast is targetable public bool CanAttack(CombatTarget combatTarget) { //if the combatTarget passed in is null then return false (we cannot attack a null object) if (combatTarget == null) { return(false); } //get Health component from the passed combatTarget Health targetToTest = combatTarget.GetComponent <Health>(); //return true if target is not null AND target is not dead return(targetToTest != null && !targetToTest.IsDead()); }
public bool CanAttack(GameObject target) { if (target == null) { return(false); } if (!GetComponent <Mover>().CanMoveTo(target.transform.position)) { return(false); } Health targetToCheck = target.GetComponent <Health>(); return(targetToCheck != null && !targetToCheck.IsDead()); }
private void Update() { timeSinceLastAttack += Time.deltaTime; if (target == null || target.IsDead()) { return; } if (!GetIsInRange()) { GetComponent <Mover>().MoveTo(target.transform.position, 1f); } else { GetComponent <Mover>().Cancel(); AttackBehaviour(); } }
public bool CanAttack(GameObject combatTarget) { //If we have no target we cannot attack if (combatTarget == null) { return(false); } if (!GetComponent <Mover>().CanMoveTo(combatTarget.transform.position) && !GetIsInRange(combatTarget.transform)) { return(false); } //Gets health of current target we want to test Health targetToTest = combatTarget.GetComponent <Health>(); //If we have a target and they are not dead, return true. return(targetToTest != null && !targetToTest.IsDead()); }
private void Update() { timeSinceLastAttack += Time.deltaTime; // starts count on cooldown between attacks if (target == null) return; // checking if there is an enemy // if there is check if he is dead if (target.IsDead()) return; // stop attacking the target if they are dead // if the enemy is not dead is he in range if (!GetIsInRange()) // move only if a target is NOT within range { GetComponent<Mover>().MoveTo(target.transform.position, 1f); // move to target only if they are not in range } else // in range, attack! { GetComponent<Mover>().Cancel(); // stop moving AttackBehavior(); // attack } }
private void Update() { timeSinceLastAttack += Time.deltaTime; if (target && !target.IsDead()) { if (!GetIsRange()) { Vector3 destination = GetDistanceFromTarget(); mover.MoveTo(destination); } else { mover.Cancel(); AttackBehaviour(); } } }
private void Update() { timeSincesLastAttack += Time.deltaTime; if (target == null || target.IsDead()) { return; } if (!this.GetIsInRange()) { this.mover.MoveTo(this.target.transform.position, 1f); } else { this.mover.Cancel(); this.AttackBehaviour(); } }
private void OnTriggerEnter(Collider other) { Health health = other.GetComponent <Health>(); if (target != null && health != target) { return; } if (health == null || health.IsDead()) { return; } if (other.gameObject == instigator) { return; } health.TakeDamage(instigator, damage); ProjectileImpact(); }
private void Update() { timeSinceLastAttack += Time.deltaTime; if (target == null || target.IsDead()) { return; } if (!GetIsInRange()) { mover.MoveTo(target.transform.position); } else { mover.Cancel(); AttackBehavior(); } }
/// <summary> /// Returns whether or not the taret can be attacked /// </summary> /// <param name="target"></param> /// <returns></returns> public bool CanAttack(GameObject target) { //Make sure target is not null if (target == null) { return(false); } //If we can't move to the object and the object is our of weapon range we cannot attack if (!GetComponent <CharacterMovement>().CanMoveTo(target.transform.position) && !InWeaponRange(target.transform)) { return(false); } //Make sure target has a health component and is alive Health targetHealth = target.GetComponent <Health>(); return(targetHealth != null && !targetHealth.IsDead()); }
private void OnTriggerEnter(Collider other) { if (other.GetComponent <Health>() != target) { return; } if (target.IsDead()) { return; } target.TakeDamage(damage); speed = 0; foreach (GameObject toDestroy in destroyOnHit) { Destroy(toDestroy); } Destroy(gameObject, lifeAfterImpact); }
private void OnTriggerEnter(Collider other) { if (other.GetComponent <Health>() != target) { return; } if (target.IsDead()) { return; } target.TakeDamage(instigator, damage); if (hitEffect != null) { Instantiate(hitEffect, GetAimLocation(), transform.rotation); } Destroy(gameObject); }
private void OnTriggerEnter(Collider other) { if (target != null) { // Enemy AI if (other.GetComponent <Health>() != target) { return; } if (target.IsDead()) { return; } target.TakeDamage(instigator, damage); if (hitEffect != null) { Instantiate(hitEffect, target.GetHitLocation(), transform.rotation); } } else { // Player Health hitCharacter = other.GetComponent <Health>(); if (hitCharacter == null || hitCharacter.IsDead() || hitCharacter.GetComponent <CombatTarget>() == null) { return; } hitCharacter.TakeDamage(instigator, damage); if (hitEffect != null) { Instantiate(hitEffect, hitCharacter.GetHitLocation(), transform.rotation); } } onHit.Invoke(); speed = 0f; foreach (GameObject toDestroy in destroyOnHit) { Destroy(toDestroy); } Destroy(this.gameObject, lifeAfterImpact); }
private void Update() { if (target == null) { return; } if (target.IsDead()) { return; } if (!GetIsInRange()) { GetComponent <CharacterMovement>().MoveTo(target.transform.position, 1f); } else { GetComponent <CharacterMovement>().Cancel(); AttackBehavior(); } }