예제 #1
0
        /// <summary>
        /// On update, makes our bomb flicker, activates the damage area and destroys the bomb if needed
        /// </summary>
        protected virtual void Update()
        {
            _timeSinceStart += Time.deltaTime;
            // flickering
            if (_timeSinceStart >= TimeBeforeFlicker)
            {
                if (!_flickering && FlickerSprite)
                {
                    // We make the bomb's sprite flicker
                    if (_renderer != null)
                    {
                        StartCoroutine(MMImage.Flicker(_renderer, _initialColor, _flickerColor, 0.05f, (TimeBeforeExplosion - TimeBeforeFlicker)));
                    }
                }
            }

            // activate damage area
            if (_timeSinceStart >= TimeBeforeExplosion && !_damageAreaActive)
            {
                EnableDamageArea();
                _renderer.enabled = false;
                InstantiateExplosionEffect();
                PlayExplosionSound();
                _damageAreaActive = true;
            }

            if (_timeSinceStart >= TimeBeforeExplosion + DamageAreaActiveDuration)
            {
                DestroyBomb();
            }
        }
예제 #2
0
 ///
 public override void PerformAction()
 {
     if (_renderer != null)
     {
         StartCoroutine(MMImage.Flicker(_renderer, _initialColor, _flickerColor, _flickerSpeed, flickerDuration));
     }
 }
 /// <summary>
 /// Called when the player takes damage
 /// </summary>
 /// <param name="damage">The damage applied.</param>
 /// <param name="instigator">The damage instigator.</param>
 public override void Damage(int damage, GameObject instigator, float flickerDuration, float invincibilityDuration)
 {
     // When the character takes damage, we create an auto destroy hurt particle system
     if (DamageEffect != null)
     {
         Instantiate(DamageEffect, transform.position, transform.rotation);
     }
     if (transform.localScale.y == _initialScale.y)
     {
         LevelManager.Instance.KillPlayer(_character);
     }
     else
     {
         // we prevent the character from colliding with layer 12 (Projectiles) and 13 (Enemies)
         DamageDisabled();
         StartCoroutine(DamageEnabled(0.5f));
         Shrink(2f);
         // We make the character's sprite flicker
         if (GetComponent <Renderer>() != null)
         {
             Color flickerColor = new Color32(255, 20, 20, 255);
             StartCoroutine(MMImage.Flicker(_renderer, _initialColor, flickerColor, 0.05f, 0.5f));
         }
     }
 }
예제 #4
0
        protected virtual void Update()
        {
            HandleInput();

            _timeSinceStart += Time.deltaTime;
            // flickering
            if (_timeSinceStart >= TimeBeforeFlicker)
            {
                if (!_flickering && FlickerSprite)
                {
                    // We make the bomb's sprite flicker
                    if (_renderer != null)
                    {
                        StartCoroutine(MMImage.Flicker(_renderer, _initialColor, _flickerColor, 0.05f, (TimeBeforeExplosion - TimeBeforeFlicker)));
                    }
                }
            }

            // activate damage area on input
            if (_timeSinceStart >= TimeBeforeExplosion && !_damageAreaActive)
            {
                StartCoroutine(BlowUp());
            }
        }
예제 #5
0
        /// <summary>
        /// Called when the object takes damage
        /// </summary>
        /// <param name="damage">The amount of health points that will get lost.</param>
        /// <param name="instigator">The object that caused the damage.</param>
        /// <param name="flickerDuration">The time (in seconds) the object should flicker after taking the damage.</param>
        /// <param name="invincibilityDuration">The duration of the short invincibility following the hit.</param>
        public virtual void Damage(int damage, GameObject instigator, float flickerDuration, float invincibilityDuration)
        {
            // if the object is invulnerable, we do nothing and exit
            if (Invulnerable)
            {
                return;
            }

            // if we're already below zero, we do nothing and exit
            if ((CurrentHealth <= 0) && (InitialHealth != 0))
            {
                return;
            }

            // we decrease the character's health by the damage
            float previousHealth = CurrentHealth;

            CurrentHealth -= damage;

            if (OnHit != null)
            {
                OnHit();
            }

            if (CurrentHealth < 0)
            {
                CurrentHealth = 0;
            }

            // we prevent the character from colliding with Projectiles, Player and Enemies
            if (invincibilityDuration > 0)
            {
                DamageDisabled();
                StartCoroutine(DamageEnabled(invincibilityDuration));
            }

            // we trigger a damage taken event
            MMDamageTakenEvent.Trigger(_character, instigator, CurrentHealth, damage, previousHealth);

            if (_animator != null)
            {
                _animator.SetTrigger("Damage");
            }

            // we play the sound the player makes when it gets hit
            PlayHitSfx();

            // When the character takes damage, we create an auto destroy hurt particle system
            if (DamageEffect != null)
            {
                Instantiate(DamageEffect, transform.position, transform.rotation);
            }

            if (FlickerSpriteOnHit)
            {
                // We make the character's sprite flicker
                if (_renderer != null)
                {
                    StartCoroutine(MMImage.Flicker(_renderer, _initialColor, _flickerColor, 0.05f, flickerDuration));
                }
            }

            // we update the health bar
            UpdateHealthBar(true);

            // if health has reached zero
            if (CurrentHealth <= 0)
            {
                // we set its health to zero (useful for the healthbar)
                CurrentHealth = 0;
                if (_character != null)
                {
                    if (_character.CharacterType == Character.CharacterTypes.Player)
                    {
                        LevelManager.Instance.KillPlayer(_character);
                        return;
                    }
                }

                Kill();
            }
        }
 protected void Flicker()
 {
     StartCoroutine(MMImage.Flicker(_renderer, _initialColor, _flickerColor, 0.05f, 3f));
 }
예제 #7
0
        /// <summary>
        /// Called when the object takes damage
        /// </summary>
        /// <param name="damage">The amount of health points that will get lost.</param>
        /// <param name="instigator">The object that caused the damage.</param>
        /// <param name="flickerDuration">The time (in seconds) the object should flicker after taking the damage.</param>
        /// <param name="invincibilityDuration">The duration of the short invincibility following the hit.</param>
        public virtual void Damage(int damage, GameObject instigator, float flickerDuration, float invincibilityDuration)
        {
            if (damage <= 0)
            {
                OnHitZero?.Invoke();
                return;
            }

            // if the object is invulnerable, we do nothing and exit
            if (TemporaryInvulnerable || Invulnerable)
            {
                OnHitZero?.Invoke();
                return;
            }

            // if we're already below zero, we do nothing and exit
            if ((CurrentHealth <= 0) && (InitialHealth != 0))
            {
                return;
            }

            // we decrease the character's health by the damage
            float previousHealth = CurrentHealth;

            CurrentHealth -= damage;

            OnHit?.Invoke();

            if (CurrentHealth < 0)
            {
                CurrentHealth = 0;
            }

            // we prevent the character from colliding with Projectiles, Player and Enemies
            if (invincibilityDuration > 0)
            {
                DamageDisabled();
                StartCoroutine(DamageEnabled(invincibilityDuration));
            }

            // we trigger a damage taken event
            MMDamageTakenEvent.Trigger(_character, instigator, CurrentHealth, damage, previousHealth);

            if (_animator != null)
            {
                _animator.SetTrigger("Damage");
            }

            // we play the damage feedback
            DamageFeedbacks?.PlayFeedbacks();

            if (FlickerSpriteOnHit)
            {
                // We make the character's sprite flicker
                if (_renderer != null)
                {
                    StartCoroutine(MMImage.Flicker(_renderer, _initialColor, FlickerColor, 0.05f, flickerDuration));
                }
            }

            // we update the health bar
            UpdateHealthBar(true);

            // if health has reached zero
            if (CurrentHealth <= 0)
            {
                // we set its health to zero (useful for the healthbar)
                CurrentHealth = 0;
                if (_character != null)
                {
                    if (_character.CharacterType == Character.CharacterTypes.Player)
                    {
                        LevelManager.Instance.KillPlayer(_character);
                        return;
                    }
                }

                Kill();
            }
        }
예제 #8
0
        /// <summary>
        /// Called when the object takes damage
        /// </summary>
        /// <param name="damage">The amount of health points that will get lost.</param>
        /// <param name="instigator">The object that caused the damage.</param>
        /// <param name="flickerDuration">The time (in seconds) the object should flicker after taking the damage.</param>
        /// <param name="invincibilityDuration">The duration of the short invincibility following the hit.</param>
        public override void Damage(int damage, GameObject instigator, float flickerDuration, float invincibilityDuration)
        {
            // if the object is invulnerable, we do nothing and exit
            if (Invulnerable)
            {
                return;
            }

            // if we're already below zero, we do nothing and exit
            if ((CurrentHealth <= 0) && (InitialHealth != 0))
            {
                return;
            }

            if (ElectricalEffect != null)
            {
                StartCoroutine(PlayElectricalEffect());
            }

            // if the Super Suit is aquired, the damage variable is reduced.
            if (_superSuitAcquired == true)
            {
                _reducedDamage = (damage * _superSuitDefenseMultiplier);
                damage         = Mathf.FloorToInt(_reducedDamage);
            }

            // if the Super Suit is aquired, the damage variable is reduced.
            if (_ultraSuitAcquired == true)
            {
                _reducedDamage = (damage * _ultraSuitDefenseMultiplier);
                damage         = Mathf.FloorToInt(_reducedDamage);
            }

            // we decrease the character's health by the damage
            float previousHealth = CurrentHealth;

            CurrentHealth -= damage;

            // we prevent the character from colliding with Projectiles, Player and Enemies
            if (invincibilityDuration > 0)
            {
                DamageDisabled();
                StartCoroutine(DamageEnabled(invincibilityDuration));
            }

            // we trigger a damage taken event
            MMEventManager.TriggerEvent(new MMDamageTakenEvent(_character, instigator, CurrentHealth, damage, previousHealth));

            if (_animator != null)
            {
                _animator.SetTrigger("Damage");
            }

            // we play the sound the player makes when it gets hit
            PlayHitSfx();

            // When the character takes damage, we create an auto destroy hurt particle system
            if (DamageEffect != null)
            {
                Instantiate(DamageEffect, transform.position, transform.rotation);
            }

            if (FlickerSpriteOnHit)
            {
                // We make the character's sprite flicker
                if (_renderer != null)
                {
                    StartCoroutine(MMImage.Flicker(_renderer, _initialColor, _flickeringColor, 0.03f, flickerDuration));
                }

                ResetSpriteColor();
            }

            // we update the health bar
            UpdateHealthBar(true);

            //NEW CODE for health counter
            UpdateHealthCounter(CurrentHealth);

            // if health has reached zero
            if (CurrentHealth <= 0)
            {
                // we set its health to zero (useful for the healthbar)
                CurrentHealth = 0;
                if (_character != null)
                {
                    if (_character.CharacterType == Character.CharacterTypes.Player)
                    {
                        LevelManager.Instance.KillPlayer(_character);
                        return;
                    }
                }
                Kill();
                BackgroundMusic.Instance.PlayChillRoomMusic();
            }
        }
예제 #9
0
 protected void FlickerOnDeath()
 {
     StartCoroutine(MMImage.Flicker(_renderer, _initialColor, _flickerColor, 0.05f, DelayBeforeDestruction));
 }