예제 #1
0
 //this method manages when the dummy is hit, showing visual and audio feedback
 void DummyAttacked()
 {
     swordHit          = FindObjectOfType <SwordHitFeedback>();
     swordHit.hitEnemy = true;
     PlayerManager.instance.playerHitEnemy = true;
     PlayerManager.instance.comboCounter++;
     Instantiate(dummyAttacked, gameObject.transform.position, gameObject.transform.rotation);
 }
예제 #2
0
 void PlayerDealtDamage(int damage, float shakeLength, float shakePower)
 {
     swordHit          = FindObjectOfType <SwordHitFeedback>();
     swordHit.hitEnemy = true;
     PlayerManager.instance.playerHitEnemy = true;
     PlayerManager.instance.comboCounter++;
     cameraVar.Shake(shakeLength, shakePower);
     Instantiate(bloodParticle, bloodParticleReferences [Random.Range(0, 4)].position, bloodParticleReferences [Random.Range(0, 4)].rotation);
     curHealth -= damage; //I could just change the curHealth here, but maybe I will use an
     //plays an animation of the enemy flashing red indicating damage (maybe I will use this later, that's why I'm keeping this here)
     //gameObject.GetComponent<Animation>().Play("Player_RedFlash");
 }
예제 #3
0
 void PlayerDealtDamage(int damage)
 {
     swordHit          = FindObjectOfType <SwordHitFeedback>();
     swordHit.hitEnemy = true;
     PlayerManager.instance.playerHitEnemy = true;
     PlayerManager.instance.comboCounter++;
     source.PlayOneShot(beingHitSound, 0.8f);
     particleCorrectPosition    = gameObject.transform.position;
     particleCorrectPosition.y += 3f;
     Instantiate(spiritHitParticle, particleCorrectPosition, gameObject.transform.rotation);
     curHealth -= damage; //I could just change the curHealth here, but maybe I will use an
     //plays an animation of the enemy flashing red indicating damage (maybe I will use this later, that's why I'm keeping this here)
     //gameObject.GetComponent<Animation>().Play("Player_RedFlash");
 }
예제 #4
0
    //if the player hits the enemy with a sword attack in the human form, it will deal damage, play the slashing animation and shake the camera
    void OnTriggerEnter2D(Collider2D coll)
    {
        if (curHealth > 0)
        {
            if (coll.CompareTag("Player"))
            {
                Debug.Log("ATACA ELE MANO");
                touchingPlayer = true;
            }
            if (coll.CompareTag("Attack_Human"))
            {
                swordHit          = FindObjectOfType <SwordHitFeedback>();
                swordHit.hitEnemy = true;
                PlayerManager.instance.playerHitEnemy = true;
                PlayerManager.instance.comboCounter++;
                cameraVar.Shake(0.55f, 0.15f);
                curHealth -= 20; //I could just change the curHealth here, but maybe I will use an
                //plays an animation of the enemy flashing red indicating damage (maybe I will use this later, that's why I'm keeping this here)
                //gameObject.GetComponent<Animation>().Play("Player_RedFlash");
            }

            if (coll.CompareTag("Attack_Spirit"))
            {
                if (PlayerManager.instance.isInSpecial == true || PlayerManager.instance.isInSuperSpecial)
                {
                    swordHit          = FindObjectOfType <SwordHitFeedback>();
                    swordHit.hitEnemy = true;
                    PlayerManager.instance.playerHitEnemy = true;
                    PlayerManager.instance.comboCounter++;
                    curHealth -= 20; //I could just change the curHealth here, but maybe I will use an
                    //plays an animation of the enemy flashing red indicating damage (maybe I will use this later, that's why I'm keeping this here)
                    //gameObject.GetComponent<Animation>().Play("Player_RedFlash");
                }
            }
        }
    }