void Attack() { timer = 0f; CharacterStatistics playerStatistics = player.GetComponent <CharacterStatistics>(); playerStatistics.TakeDamage(attackDamage); }
public void Fire(float angle) { Debug.LogError("Time between bullet" + timeBetweenBullets); anim_weapon.Play(); Debug.LogError("Je tire Gatling"); gunAudio.Play(); // Enable the light. //gunLight.enabled = true; // Stop the particles from playing if they were, then start the particles. gunParticles.Stop(); gunParticles.Play(); // Enable the line renderer and set it's first position to be the end of the gun. gunLine.enabled = true; gunLine.SetPosition(0, transform.position); // Set the shootRay so that it starts at the end of the gun and points forward from the barrel. shootRay.origin = transform.position; //TO DO : A modifier en fonction de langle //shootRay.direction = transform.forward; float random = (float)(Random.NextDouble() * (2) - 1); Vector3 point = Quaternion.AngleAxis(random * angle, Vector3.up) * transform.forward; point.y = 0f; shootRay.direction = point; // Perform the raycast against gameobjects on the shootable layer and if it hits something... if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { //Enemmy interaction // Try and find an EnemyHealth script on the gameobject hit. if (shootHit.collider.CompareTag("Zombie")) { CharacterStatistics zombieStatistics = shootHit.collider.GetComponent <CharacterStatistics>(); zombieStatistics.TakeDamage(damage); // Set the second position of the line renderer to the point the raycast hit. gunLine.SetPosition(1, shootHit.point); } else { gunLine.SetPosition(1, shootHit.point); } } // If the raycast didn't hit anything on the shootable layer... else { // ... set the second position of the line renderer to the fullest extent of the gun's range. gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } }
public void OnTriggerStay(Collider other) { if (canHit) { if (other.gameObject.tag == "Zombie") { CharacterStatistics zombieStatistics = other.GetComponent <CharacterStatistics>(); zombieStatistics.TakeDamage(damage); Debug.LogError("J'attaque au Lance Flamme"); canHit = false; } } }
public void OnTriggerEnter(Collider other) { if (canHit) { if (other.gameObject.tag == "Zombie") { CharacterStatistics zombieStatistics = other.GetComponent <CharacterStatistics>(); zombieStatistics.TakeDamage(damage); if (name_player == "Gaara") { Debug.LogError("Je passe ici"); owner.GetComponent <Gaara>().AddFureur(40); } Debug.LogError("J'attaque au Katana"); canHit = false; } } }
void HurtPuddle() { CharacterStatistics playerStatistics = player.GetComponent <CharacterStatistics>(); playerStatistics.TakeDamage(damagePerTime); }
void Hurt() { CharacterStatistics playerStatistics = player.GetComponent <CharacterStatistics>(); playerStatistics.TakeDamage(damagePerShot); }