public override void PlayerPunched(int damage, PlayerPunch punch) { if (state == BlackbeardState.Idle) { motor.DoGuard(); } if (state == BlackbeardState.Stunned && canGetHurt) { healthPool -= damage; healthBar.updateHealth(healthPool); CamShake.AddTrauma(0.7f); if (healthPool <= 0) { DoDie(); } else { DoHurt(punch); } player.BossHurt(); } if (state == BlackbeardState.Cannon && cannonballBackfire) { DoStun(); DoCannonReturn(); } }
private void OnTriggerEnter2D(Collider2D collision) { PlayerShoot playerShot = collision.gameObject.GetComponent <PlayerShoot>(); if (playerShot != null) { ChangeEnemyLife(playerShot.damage); Destroy(playerShot.gameObject); } Player player = collision.gameObject.GetComponent <Player>(); if (player != null) { canShoot = true; InvokeRepeating("EnemyShotAttack", 0, 1f); } PlayerPunch punch = collision.gameObject.GetComponent <PlayerPunch>(); if (punch != null) { if (Gary.CurrentWeapon == "Macana") { punch.damage = punch.damage + 10; } ChangeEnemyLife(punch.damage); } }
public override void PlayerPunched(int dmg, PlayerPunch punch) { if (state == ChinbaldState.Peeking) { audioSource.clip = punchSound; audioSource.Play(0); DoStun(dmg, punch); player.BossHurt(); CrowdController.AddHype(0.3f); } if (state == ChinbaldState.Cower) { DoCowerBlock(); } if (state == ChinbaldState.Stunned) { audioSource.clip = punchSound; audioSource.Play(0); DoHurt(dmg, punch); CrowdController.AddHype(0.3f); player.BossHurt(); } }
public override void PlayerPunched(int damage, PlayerPunch punch) { if (state == WizardState.PickingCups) { if (motor.IsRealCupInFront()) { Invoke("DoCupRecover", 4.0f); motor.DoCupStun(); } else { state = WizardState.Idle; DoScreenSweep(); } } if (state == WizardState.CupStunned) { healthPool -= damage; healthBar.updateHealth(healthPool); CamShake.AddTrauma(0.2f); audioSource.PlayOneShot(hurtSound); if (healthPool < 0) { DoDie(); } else { motor.DoCupHurt(); } } }
void DoStun(int dmg, PlayerPunch punch) { state = ChinbaldState.Stunned; Invoke("Recover", 3); motor.DoStun(); DoHurt(dmg, punch); }
private void Awake() { instance = this; playerBase = gameObject.GetComponent <Player_Base>(); material = transform.Find("Body").GetComponent <MeshRenderer>().material; materialTintColor = new Color(1, 0, 0, 0); SetStateNormal(); }
private void Awake() { characterAimBase = GetComponent <CharacterAim_Base>(); playerAim = GetComponent <PlayerAim>(); playerBase = GetComponent <Player_Base>(); playerPunch = GetComponent <PlayerPunch>(); playerBase.enabled = false; playerPunch.enabled = false; }
private void Awake() { Instance = this; playerBase = GetComponent <Player_Base>(); playerPunch = GetComponent <PlayerPunch>(); playerSword = GetComponent <PlayerSword>(); playerBase.enabled = true; playerPunch.enabled = false; playerSword.enabled = false; healthPotionAmount = 1; }
public void DoHurt(PlayerPunch punch) { switch (punch) { case PlayerPunch.Left: animator.SetTrigger("hurtRight"); break; case PlayerPunch.Right: animator.SetTrigger("hurtLeft"); break; } }
public override void PlayerPunched(int damage, PlayerPunch punch) { Camera.main.GetComponent <AudioSource>().PlayOneShot(punchSound); health -= damage; if (health <= 0) { GameController.controller.Win(2.0f); } healthBar.updateHealth(health); CamShake.AddTrauma(0.7f); vel -= 250.0f; }
// Use this for initialization void Awake() { if (Singleton == null) { Singleton = this; } else { Destroy(this); } stockedSpeed = PlayerMovement.Singleton.SpeedIncrease; }
private void Awake() { characterAimBase = GetComponent <CharacterAim_Base>(); playerAim = GetComponent <PlayerAim>(); playerBase = GetComponent <Player_Base>(); playerPunch = GetComponent <PlayerPunch>(); playerSword = GetComponent <PlayerSword>(); playerBase.enabled = false; playerPunch.enabled = false; playerSword.enabled = false; characterAimBase.OnShoot += CharacterAimBase_OnShoot; }
private void OnTriggerEnter2D(Collider2D collision) { PlayerShoot playerShot = collision.gameObject.GetComponent <PlayerShoot>(); if (playerShot != null) { ChangeEnemyLife(playerShot.damage); Destroy(playerShot.gameObject); } PlayerPunch punch = collision.gameObject.GetComponent <PlayerPunch>(); if (punch != null) { ChangeEnemyLife(punch.damage); } }
void DoHurt(int dmg, PlayerPunch punch) { sound.playHurt(); CamShake.AddTrauma(0.7f); motor.DoHurt(punch); healthpool -= dmg; healthBar.updateHealth(healthpool); if (healthpool <= 0) { GameController.controller.Win(4.0f); sound.playDeath(); state = ChinbaldState.Dead; motor.DoDeath(); player.BossDied(); } }
public override void PlayerPunched(int dmg, PlayerPunch punch) { //TODO: Create a specific timing window during the roar to hurt him. if (state == YetiState.Roar && canHurt) { healthPool -= dmg; healthBar.updateHealth(healthPool); CamShake.AddTrauma(0.7f); if (healthPool <= 0) { DoDie(); } else { //DoHurt (punch); } player.BossHurt(); } }
private void OnTriggerEnter2D(Collider2D collision) { PlayerShoot playerShot = collision.gameObject.GetComponent <PlayerShoot>(); if (playerShot != null) { Destroy(playerShot.gameObject); Gary.UpdateScore(10); Score.ChangeScore(); Destroy(gameObject); } PlayerPunch punch = collision.gameObject.GetComponent <PlayerPunch>(); if (punch != null) { Gary.UpdateScore(10); Score.ChangeScore(); Destroy(gameObject); } }
void DoHurt(PlayerPunch punch) { sound.playHurt(); motor.DoHurt(punch); }
public abstract void PlayerPunched(int damage, PlayerPunch punch);
public void Awake() { instance = this; }
public override void PlayerPunched(int damage, PlayerPunch punch) { }