public EnemyTarget GetEnemy(Vector3 from) { EnemyTarget r = null; float minDist = float.MaxValue; for (int i = 0; i < enemyTargets.Count; i++) { float tDist = Vector3.Distance(from, enemyTargets[i].GetTarget().position); if (tDist < minDist) { minDist = tDist; r = enemyTargets[i]; } } return(r); }
bool CheckForBackStab(Action slot) { if (slot.canBackstab == false) { return(false); } EnemyStates backstabTarget = null; Vector3 origin = transform.position; origin.y += 1; Vector3 rayDir = transform.forward; RaycastHit hit; if (Physics.Raycast(origin, rayDir, out hit, 1, ignoreLayers)) { backstabTarget = hit.transform.GetComponentInParent <EnemyStates>(); } if (backstabTarget == null) { return(false); } Vector3 dir = transform.position - backstabTarget.transform.position; dir.Normalize(); dir.y = 0; float angle = Vector3.Angle(backstabTarget.transform.forward, dir); if (angle > 150) { Vector3 targetPosition = dir * critAtkOffset; targetPosition += backstabTarget.transform.position; transform.position = targetPosition; backstabTarget.transform.rotation = transform.rotation; backstabTarget.BeingBackstabbed(slot); canMove = false; inAction = true; anim.SetBool(StaticStrings.mirror, slot.mirror); anim.Play(StaticStrings.parry_attack); lockOnTarget = null; return(true); } return(false); }
void Start() { health = characterStats.hp; anim = GetComponentInChildren <Animator>(); enemyTarget = GetComponent <EnemyTarget>(); enemyTarget.Init(this); rigid = GetComponent <Rigidbody>(); a_hook = anim.GetComponent <AnimatorHook>(); if (a_hook == null) { a_hook = anim.gameObject.AddComponent <AnimatorHook>(); } a_hook.Init(null, this); InitRagdoll(); parryable = false; }
bool CheckForParry(Action slot) { if (slot.canRiposte == false) { return(false); } EnemyStates parryTarget = null; Vector3 origin = transform.position; origin.y += 1; Vector3 rayDir = transform.forward; RaycastHit hit; if (Physics.Raycast(origin, rayDir, out hit, 3, ignoreLayers)) { parryTarget = hit.transform.GetComponentInParent <EnemyStates>(); } if (parryTarget == null) { return(false); } if (parryTarget.parriedBy == null) { return(false); } // float dis = Vector3.Distance(parryTarget.transform.position, transform.position); // if( dis > 3) { // return false; // } Vector3 dir = parryTarget.transform.position - transform.position; dir.Normalize(); dir.y = 0; float angle = Vector3.Angle(transform.forward, dir); if (angle < 60) { Vector3 targetPosition = -dir * critAtkOffset; targetPosition += parryTarget.transform.position; transform.position = targetPosition; if (dir == Vector3.zero) { dir = -parryTarget.transform.forward; } Quaternion eRotation = Quaternion.LookRotation(-dir); Quaternion playerRot = Quaternion.LookRotation(dir); parryTarget.transform.rotation = eRotation; transform.rotation = playerRot; parryTarget.BeingRiposted(slot); canMove = false; inAction = true; anim.SetBool(StaticStrings.mirror, slot.mirror); anim.Play(StaticStrings.parry_attack); lockOnTarget = null; return(true); } return(false); }