IEnumerator Attackpeudevie() { Anim.Play("Attack_02"); // Reset the timer. timer = 0f; jouelaniamtiondattaque = true; yield return new WaitForSeconds(0.6f); timer = 0f; // Première partie de l'anim if (playerHealth.currentHealth > 0&&enemyHealth.currentHealth>0) { // ... damage the player. playerHealth = target.GetComponent<PlayerHealth>(); playerHealth.TakeDamage(attackDamage/3); } yield return new WaitForSeconds(1.4f); timer = 0f; // Seconde partie de l'anim if (playerHealth.currentHealth > 0&&enemyHealth.currentHealth>0) { // ... damage the player. playerHealth = target.GetComponent<PlayerHealth>(); playerHealth.TakeDamage(attackDamage / 3); } jouelaniamtiondattaque = false; }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { health = other.gameObject.GetComponent<PlayerHealth> (); health.TakeDamage (30); } //Destroy(other.gameObject); }
void OnTriggerEnter2D(Collider2D other){ if((other.gameObject.tag == "Player" && attacking == false)) { playerHealth = other.gameObject.GetComponent<PlayerHealth>(); playerHealth.TakeDamage(batonDamage); StartCoroutine(attack()); } }
private void OnTriggerEnter(Collider other) { PlayerHealth player = other.GetComponent <PlayerHealth>(); player?.TakeDamage(damageAmount); OnDie(); Destroy(gameObject); }
private void Fight(PlayerHealth player) { player.TakeDamage(10); player.GetComponent<GridMovement>().Freeze(); player.GetComponent<GridMovement>().Invoke("UnFreeze", 1); Destroy(gameObject, 1); movement.enabled = false; aggroCollider.gameObject.SetActive(false); }
void Attack() { //Debug.Log ("turn: " + turnController.playerTurn); if (turnController.playerTurn == 0) { turnController.BeginTurn(); player = GameObject.FindGameObjectWithTag ("Player"); playerHealth = player.GetComponent<PlayerHealth> (); if (playerHealth.currentHealth > 0) { playerHealth.TakeDamage (attackPoint); } turnController.EndTurn(); } }
float timer; // Timer for counting up to the next attack. #endregion Fields #region Methods void Attack() { Anim.Play("Attack1h1"); // Reset the timer. timer = 0f; playerHealth = target.GetComponent<PlayerHealth>(); // If the player has health to lose... if (playerHealth.currentHealth > 0) { // ... damage the player. playerHealth.TakeDamage(attackDamage); } }
void OnTriggerEnter (Collider other) { trail.transform.SetParent(null); Destroy(trail, 5f); particles.SetActive (true); particles.transform.SetParent (null); this.gameObject.SetActive (false); if(other.gameObject.CompareTag("Player")) { playerHealth = other.gameObject.GetComponent<PlayerHealth>(); playerHealth.TakeDamage (bulletDamage); } }
float timer; // Timer for counting up to the next attack. #endregion Fields #region Methods void Attack(GameObject target) { anim.SetTrigger("Attack"); // Reset the timer. timer = 0f; playerHealth = target.GetComponent<PlayerHealth>(); // If the player has health to lose... if (playerHealth.currentHealth > 0) { // ... damage the player. playerHealth.TakeDamage(attackDamage); } }
void OnTriggerEnter2D(Collider2D hitInfo) { PlayerHealth player = hitInfo.GetComponent <PlayerHealth>(); if (player != null) { player.TakeDamage(damage); } //Instantiate(impactEffect, transform.position, transform.rotation); if (hitInfo.gameObject.tag == "Player") { Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D collision) { Player player = collision.GetComponent <Player>(); if (player != null) { Debug.Log("hit player"); PlayerHealth playerHealth = player.GetComponent <PlayerHealth>(); if (playerHealth != null) { Debug.Log("shot player"); playerHealth.TakeDamage(Damage); } } }
void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Player")) { PlayerHealth playerHealth = other.GetComponent <PlayerHealth> (); playerHealth.TakeDamage(damage); } if (!other.gameObject.CompareTag("Enemy") && !other.gameObject.CompareTag("Spawn") && !other.gameObject.CompareTag("Aggro") && !other.gameObject.CompareTag("Spawn Point")) { print(other.tag); Destroy(this.gameObject); } }
private void OnTriggerEnter2D(Collider2D collision) { GameObject other = collision.gameObject; if (isBehindHomeField) { //take damage from attackers with damagers only if (other.GetComponent <Attacker>() && other.GetComponent <Damager>()) { float damage = other.GetComponent <Damager>().GetDamage(); playerHealth.TakeDamage(Mathf.RoundToInt(damage)); } } Destroy(other); }
void OnTriggerEnter(Collider other) { if (other.tag == "PlayerCollider" && this.tag == "BadBarrel") { playerHealth.TakeDamage(20); pc.AddCoins(5); Destroy(gameObject); } if (other.tag == "PlayerCollider" && this.tag == "GoodBarrel") { pc.AddCoins(10); Destroy(gameObject); } }
void Update () { Collider[] hits = Physics.OverlapSphere (hitPoint.position, radius, playerLayer); foreach (Collider c in hits) { if (c.isTrigger) { continue; } collided = true; if (collided) { playerHealth.TakeDamage (damageCount); } } }
void Attack() { // If the player has health to lose... if (playerHealth.currentHealth > 0) { // ... damage the player. playerHealth.TakeDamage(attackDamage); behaviour.takeDamage(attackDamage); Debug.Log("Damaging from enemy"); } else { //spawn. } }
public IEnumerator Death() { // Do visual/audio death stuff then wait to explode and depower. health = 0; custom.PlayClipAt(deathClip, theTransform.position); anim.SetTrigger("Death"); yield return(new WaitForSeconds(0.35f)); if (Functions.DeltaMax(playerPos.x, theTransform.position.x, 3.05f) && Functions.DeltaMax(playerPos.y, theTransform.position.y, 2f)) { playerH.TakeDamage(20f, true, isRight); } GetComponentInChildren <Light>().enabled = false; DeathState(); }
void Attack() { if (playerHealth.currentHealth > 0 && attackComplete()) { timer = 0f; zombieAudio.clip = attackClip; zombieAudio.Play(); Vector3 direction = (new Vector3(player.transform.position.x, transform.position.y, player.transform.position.z) - transform.position).normalized; Vector3 newDir = Vector3.RotateTowards(transform.forward, direction, 2f, 0.0F); transform.rotation = Quaternion.LookRotation(newDir); feedback.color = new Color(1, 0, 0, 2); feedback.text = "Damage received: " + attackDamage.ToString(); playerHealth.TakeDamage(attackDamage); } }
void Attack() { timer = 0f; if (playerHealth.HitPointsRemaining > 0) { playerHealth.TakeDamage(attackDamage, transform.position); if (flyingEnemy != null) { flyingEnemy.isAttacking = false; flyingEnemy.isRetreating = true; } } }
public override void Attack() { anim.SetTrigger("attack"); playerHealth.TakeDamage(damage); timeBtwAttacks = startTimeBtwAttacks; //ParticleSystem psInstance = Instantiate<ParticleSystem>(punchParticles); if (punchParticles != null) { GameObject obj = Instantiate(punchParticles, playerPosition.position, Quaternion.identity); Destroy(obj.gameObject, 0.75F); } }
private void OnCollisionEnter(Collision collision) { Instantiate(impact, projectileTargetPos); //instantiate particle effect particleTimer = 1f; //set countdown for particle object life span if (particleTimer <= 0f) { Destroy(impact);//destroy particle after 1 second } Destroy(gameObject); if (collision.gameObject.CompareTag("Player") && !playerHPScript.iSceneEnabled) { playerHPScript.iSceneEnabled = true; playerHPScript.TakeDamage(goblin.goblinDamage); } }
void Attack() { // Reset the timer. timer = 0f; // If the player has health to lose... if (playerHealth.currentHealth > 0) { // ... damage the player. playerHealth.TakeDamage(attackDamage); enemyAudio.clip = attackSound; enemyAudio.Play(); } }
public void AttackPlayerPositions(List <Vector2Int> positions, int damage) { for (int index = 0; index < positions.Count; index++) { GameObject type = grid[positions[index].x, positions[index].y]; if (type != null) { PlayerMovement player = type.GetComponent <PlayerMovement>(); if (player) { playerHealth.TakeDamage(damage); } } } }
//////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////// // On collision with a trigger collider... void OnTriggerEnter2D(Collider2D other) { // Check the tag of the object the player // has collided with if (other.tag == "Player") { //////annimationstop animate.SetBool("Attack", true); playerHealth.TakeDamage(30); this.GetComponent <CircleCollider2D>(); collider.enabled = false; } }
void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("N") || other.gameObject.CompareTag("S") || other.gameObject.CompareTag("W") || other.gameObject.CompareTag("E")) { Destroy(gameObject); } else if (other.CompareTag("Player")) { playerHealth.TakeDamage(dameg); Destroy(gameObject); } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject == player) { PlayerHealth playerHealth = player.GetComponent <PlayerHealth>(); // If the player has health to lose... if (playerHealth.currentHealth > 0) { playerHealth.TakeDamage(damage); } } Destroy(gameObject, 0.5f); }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { Instantiate(cannonShellExplosion, transform.position, Quaternion.identity); Destroy(gameObject); playerHealth = other.gameObject.GetComponent <PlayerHealth>(); playerHealth.TakeDamage(30); } else if (other.tag == "Ground") { Instantiate(cannonShellExplosion, transform.position, Quaternion.identity); Destroy(gameObject); } }
private void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.CompareTag("WaterCollider")) { playerIsSlowed = true; } if (col.gameObject.CompareTag("EnemyCollider")) { health.TakeDamage(10.0f); } if (col.gameObject.CompareTag("CoinCollider")) { Destroy(col.gameObject); } }
void OnTriggerEnter2D(Collider2D coll) { if (coll.gameObject.tag == "Player") { playerhealth.TakeDamage(30); Destroy(gameObject); } else if (coll.gameObject.tag == "Thrower") { } else if (coll) { Destroy(gameObject); } }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player") { playerHP.TakeDamage(); rotating = true; jump = true; StandardFireFunctions.FireDegreeOffsetFromPlayer(hatcher, 180); StartCoroutine(Timer()); } if (collision.gameObject.layer == 10 && rotating) // Layer 10 == Ground { rotationVector = new Vector3(0, 0, -rotationVector.z); } }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { PlayerHealth playerhealth = other.GetComponent <PlayerHealth> (); playerhealth.TakeDamage(10f); Destroy(gameObject); } if (other.CompareTag("Enemy")) { EnemyHealth enemyhealth = other.GetComponent <EnemyHealth> (); enemyhealth.TakeDamage(50f); Destroy(gameObject); } }
void OnTriggerEnter(Collider other) { if (other.tag.Equals("Player") && !activated) { activated = true; audioPlayer.Play(); MeshFilter trapMesh = gameObject.GetComponentInChildren <MeshFilter>(); trapMesh.mesh = trapClosed; PlayerHealth playerHealth = other.GetComponent <PlayerHealth>(); playerHealth.TakeDamage(damage); PlayerMovement playerMovement = other.GetComponent <PlayerMovement>(); playerMovement.ApplyMovementEffect(new MovementEffect(lengthOfSnare, 0.0f)); Destroy(gameObject, lengthOfSnare); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "InnerBorder") { playerHealth.DestroyShip(); } else if (collision.gameObject.tag == "EnemyCollider") { playerHealth.TakeDamage(); } else if (collision.gameObject.tag == "Collectable") { collectionController.Collect(collision.gameObject); } }
private void OnTriggerEnter(Collider other) { ///If the colliding object is the Player and they are not invincible this function will set the players velocity to 0 ///and the potion launch variable to true so they player can get properly knocked back/up when the add force is called. ///When the player triggers/(collides with) the orc the iSceneEnabled becomes true and applys damage to the player. ///This is needed so the player is not constantly dealt damage before the invincibility if (other.CompareTag("Player") && !playerHPScript.iSceneEnabled) { other.attachedRigidbody.velocity = Vector3.zero; player.potionLaunch = true; orcPosition = transform.position; orcKnockBackVelocity = new Vector3((other.attachedRigidbody.transform.position.x) - orcPosition.x, (other.attachedRigidbody.transform.position.y + potionLaunchEffectHeight) - orcPosition.y, 0); //normalise vector magnitude = AirPotion.GetMag(orcKnockBackVelocity.x, orcKnockBackVelocity.y); orcKnockBackVelocity.x /= magnitude; orcKnockBackVelocity.y /= magnitude; //apply explosion force orcKnockBackVelocity *= knockBackForce; //zero velocity then add force to rigid body other.attachedRigidbody.AddForce(orcKnockBackVelocity, ForceMode.Impulse); playerHPScript.iSceneEnabled = true; if (!orcPatrolParent.dealDamage) { playerHPScript.TakeDamage(orc.orcDamage); orcPatrolParent.dealDamage = true; } } else if (other.CompareTag("Potion")) { moveThrough = true; anim.SetTrigger("stun"); } else { ///If the Orc is colliding with anything other then the Player and Potion, ///then it will turn around. if (!other.CompareTag("Player") && !other.CompareTag("Potion")) { orcPatrolParent.movingRight = !orcPatrolParent.movingRight; } } }
public void OnReveal(Tile tile, bool playerClicked) { if (playerClicked) { if (tile.IsOccupied && _revealCount > 0) { Enemy enemy = tile.Occupant; enemy.OnReveal(true); int levelDiff = Mathf.Max(0, enemy.Level - Level); int damage = CalculateDamage(levelDiff); Health.TakeDamage(damage); if (Health.CurrentHealth > 0) { int exp = CalculateExpFromKill(enemy.Level); AddExp(exp); } } else { if (tile.IsOccupied) { Destroy(tile.Occupant.gameObject); tile.Occupant = null; } RecursiveRevealEmptyTile(tile, true); } } else { Enemy enemy = tile.Occupant; if (enemy != null) { enemy.OnReveal(playerClicked); } int nearby = GetNearby(tile); if (nearby != 0) { tile.SetNearbyCount(nearby); } } _revealCount++; if (_revealCount == Board.Instance.GetTiles().Length) { Messenger.SendMessage(Message.AllTilesRevealed); } }
// Update is called once per frame void Update() { timer += Time.deltaTime; enemy = null; if (Input.GetMouseButtonDown(1) && timer >= timeBetweenSwings && Time.timeScale != 0) { if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100)) { if (hit.transform.CompareTag("Enemy")) { controller = hit.transform.gameObject; var distance = Vector3.Distance(controller.transform.position, player.transform.position); EnemyHealth enemyHealth = controller.GetComponent <EnemyHealth>(); if (enemyHealth != null /*&&distance <= 4*/) { // ... the enemy should take damage. enemyHealth.TakeDamage(50 + strength); } if (enemyHealth.currentHealth <= 0) { strength += 10; regen.TakeDamage(-30); } // targetscript.damager(dmggiven * times.deltaTime); } else { enemy = null; } } /*if ((Physics.Raycast(controller.transform.position, hit, 100) * //Physics.SphereCast(controller.transform.position,4, controller.transform.forward, out hit, 3) * )) * { * EnemyHealth enemyHealth = hit.collider.GetComponent<EnemyHealth>(); * if (enemyHealth != null) * { * // ... the enemy should take damage. * enemyHealth.TakeDamage(50); * } * * }*/ Swing(); } }
void Fire() { // Reset the timer. timer = 0f; // Set the shootRay so that it starts at the end of the gun and points forward from the barrel. //shootRay.origin = transform.position; shootRay.origin = camera.transform.position; //fwd from camera shootRay.direction = transform.forward; // Perform the raycast against gameobjects on the shootable layer and if it hits something... if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { // Try and find an EnemyHealth script on the gameobject hit. //EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); TargetDummy targetDummy = shootHit.collider.GetComponent <TargetDummy>(); // If the EnemyHealth component exist... if (targetDummy != null) { knockback = transform.forward * knockbackForce; // ... the enemy should take damage. targetDummy.TakeDamage(damagePerShot, knockback); PlayHitSounds(); } // PlayerHealth playerHealth = shootHit.collider.GetComponent <PlayerHealth>(); //CLEAN UP LATER if (playerHealth != null) { knockback = transform.forward * knockbackForce; // ... the enemy should take damage. playerHealth.TakeDamage(damagePerShot, knockback); PlayHitSounds(); } // // Impact effect Impact(); } // If the raycast didn't hit anything on the shootable layer... else { // Endpoint = camera.fwd + max distance } }
void OnTriggerEnter(Collider target) { if (target.CompareTag("ammo")) { // myAudioSource.PlayOneShot(ammoPickUp); AudioSource.PlayClipAtPoint(ammoPickUp, transform.position); addAmmo(); Destroy(target.gameObject); } if (target.CompareTag("health")) { AudioSource.PlayClipAtPoint(healthPickUp, transform.position); playerhealth.TakeDamage(-30); Destroy(target.gameObject); } }
float timer; // Timer for counting up to the next attack. #endregion Fields #region Methods IEnumerator Attackforte() { Anim.Play("Attack_01"); // Reset the timer. timer = 0f; jouelaniamtiondattaque = true; yield return new WaitForSeconds(1f); timer = 0f; jouelaniamtiondattaque = false; // If the player has health to lose... if (playerHealth.currentHealth > 0&&enemyHealth.currentHealth>0) { playerHealth = target.GetComponent<PlayerHealth>(); // ... damage the player. playerHealth.TakeDamage(attackDamage); } }
float timerforspawn; // Timer entre l'invocation de monstres #endregion Fields #region Methods IEnumerator Attacksimple(GameObject target) { Anim.Play("DemPunch"); // Reset the timer. timer = 0f; jouelaniamtiondattaque = true; yield return new WaitForSeconds(0.7f); timer = 0f; // Première partie de l'anim playerHealth = target.GetComponent<PlayerHealth>(); if (playerHealth.currentHealth > 0 && enemyHealth.currentHealth > 0) { // ... damage the player. playerHealth.TakeDamage(attackDamage); } yield return new WaitForSeconds(0.3f); timer = 0f; jouelaniamtiondattaque = false; }