Exemplo n.º 1
0
 private static void Beat(Character attacker, Character defender, AttackType attackType)
 {
     if (attackType.Equals(AttackType.Strike))
     {
         Strike(attacker, defender);
     }
     else
     {
         Spell(attacker, defender);
     }
 }
Exemplo n.º 2
0
    public Attack getAttack(AttackType aType)
    {
        foreach (Attack attack in attacksInCharacter)
        {
            if (aType.Equals(attack.getAttackType()))
            {
                return(attack);
            }
        }

        return(null);
    }
    public Attack getAttack(AttackType aType)
    {
        foreach(Attack attack in attacksInCharacter){
            if(aType.Equals (attack.getAttackType())){
                return attack;
            }
        }

        return null;
    }
Exemplo n.º 4
0
    public void Damage(AttackType type, Damage dmg, Actor atkActor, Vector3 dmgPosition)
    {
        m_canJump = true;
        if (m_isInvulnerable &&
            !type.Equals(AttackType.GRAB))
        {
            return;
        }
        switch (type)
        {
        case AttackType.HIT:
            if (dmg.ID.Equals(DamageRecieverId))
            {
                // Return because this damage is already being applied to this actor
                return;
            }
            m_dmgRecieverId    = dmg.ID;
            m_healthPercentage = dmg.Hurt + HealthPercentage > MAX_HEALTH_PERC ? MAX_HEALTH_PERC : HealthPercentage + dmg.Hurt;
            if (dmgPosition != Vector3.zero)
            {
                EffectManager.Hit(dmgPosition, dmg.Hurt);
                if (!type.Equals(AttackType.STRIKE_GRAPPLE))
                {
                    SoundManager.Instance.Slap(AudioSource);
                }
            }
            if (!m_isHyperArmor &&
                !State.Equals(ActorState.GRABBING) &&
                !State.Equals(ActorState.GRABBED) &&
                !State.Equals(ActorState.BEING_THROWN))
            {
                m_animator.Rebind();

                m_canJump = true;

                //Determine force
                Vector2 force = new Vector2(dmg.Force.x * (HealthPercentage / HEALTH_PERC_FORCE_MOD),
                                            dmg.Force.y * (HealthPercentage / HEALTH_PERC_FORCE_MOD));

                if (atkActor != null && atkActor.transform.position.x >= transform.position.x)
                {
                    force = new Vector2(force.x * -1, force.y);
                    Rigidbody.rotation = FACE_RIGHT;
                }
                else
                {
                    Rigidbody.rotation = FACE_LEFT;
                }

                if (force.y > 0)
                {
                    m_groundCheckDistance = GROUND_CHECK_MIN;
                }
                // Stop Actor so crazy forces don't get applied
                Rigidbody.velocity = Vector3.zero;

                // Used mainly so throws on undamaged enemies actually seems like you can throw enemies
                force.y = force.y < dmg.Force.y ? dmg.Force.y : force.y;

                // Headge maximum velocities
                force.y = force.y > MAX_FORCE_VEL ? MAX_FORCE_VEL : force.y;
                force.x = force.x > MAX_FORCE_VEL ? MAX_FORCE_VEL : force.x;

                Rigidbody.AddForce(new Vector3(force.x, force.y), ForceMode.Impulse);

                AddToStunTime(dmg.Hurt);

                if (HealthPercentage >= DMG_STUN_THRESHOLD && !State.Equals(ActorState.STUNNED))
                {
                    // This is for a smooth tranistion to stunned animation
                    UpdateState(ActorState.DAMAGED);
                    UpdateState(ActorState.STUNNED);
                }
                else
                {
                    UpdateState(ActorState.DAMAGED);
                }

                if (dmg.Hurt > WrestlerAttackManager.PUNCH_DMG && !Grounded)
                {
                    StartCoroutine(GameManager.DynamicDamageView(force, atkActor, this));
                }
                OnDamage();
            }
            break;

        case AttackType.GRAB:
            if (atkActor != null &&
                !State.Equals(ActorState.GRABBED) &&
                !State.Equals(ActorState.GRABBING) &&
                !State.Equals(ActorState.BEING_THROWN))
            {
                m_animator.Rebind();
                OnGrabbed(atkActor);
            }
            break;
        }
    }