/// <summary> /// The player can attack his enemy with a standard attack /// </summary> public void standardAttack() { GameObject sA = (GameObject)Instantiate(simpleAttack, this.transform.position, this.gameObject.transform.rotation); this.attack = (SimpleAttack)sA.GetComponent(typeof(SimpleAttack)); this.attack.init(playerID, STANDARD_ATTACK_FORCE, STANDARD_ATTACK_DAMAGE); this.attack.setDirection(movingLeft); this.attack.attacker = this; this.gameObject.playAnimationIfExists("Simple Attack"); this.gameObject.playSoundIfExists(simpleMeleeAttackSound, 1f); }
/// <summary> /// Throws the enemy. /// </summary> public void throwEnemy() { this.gameObject.playSoundIfExists(throwAttackSound, 0.8f); GameObject tossRange = (GameObject)Instantiate(simpleAttack, this.transform.position, this.gameObject.transform.rotation); Destroy(tossRange.GetComponent<SimpleAttack>()); this.attack = (Throw)tossRange.AddComponent("Throw"); this.attack.init(playerID, 0, 0); this.attack.setDirection(movingLeft); this.attack.attacker = this; this.gameObject.playAnimationIfExists("Throw Attack"); }
/// <summary> /// The player can attack his enemy with a Big Melee Attack /// </summary> public void bigMeleeAttack() { const int ATTACK_DELAY = 1; GameObject bMA = (GameObject)Instantiate(bMeleeAttack, this.transform.position, this.gameObject.transform.rotation); this.attack = (BigMeleeAttack)bMA.GetComponent(typeof(BigMeleeAttack)); this.attack.init(playerID, STANDARD_ATTACK_FORCE, STANDARD_ATTACK_DAMAGE, ATTACK_DELAY); this.attack.setDirection(movingLeft); this.attack.attacker = this; this.gameObject.playAnimationIfExists("Big Melee Attack"); this.gameObject.playSoundIfExists(bigMeleeAttackSound, 0.3f); }