public void Awake() { _myCharacter = GetComponentInParent <BaseWorldCharacter>(); _activeAbility = GetComponentInChildren <ActiveAbility>(); _equipped = false; _activeAbility._activeCost = _activeAbilityCost; }
public void AttackDetectionCharacter(BaseWorldCharacter character) { if (_attackDetectionCharacter == null || character == null) { _attackDetectionCharacter = character; _action = CharacterAction.Attack; } }
void OnTriggerEnter(Collider collider) { _collisionEntered = true; _collider.enabled = false; BaseWorldCharacter attackedCharacter = collider.gameObject.GetComponent <BaseWorldCharacter>(); if (attackedCharacter != null) { MyCharacter.GiveDamage(CalculateDamage(), attackedCharacter); } }
//public virtual bool IsAttacking() //{ // //value of 1 is end of anim // //value of 0.5 is end of anim // AnimatorStateInfo animStateInfo = _animator.GetCurrentAnimatorStateInfo(Consts.ANIMATION_ATTACK_LAYER); // if (animStateInfo.IsName("Attack")) // { // return (animStateInfo.normalizedTime < 1.0f || animStateInfo.loop) && _attackFrame; // } // //Added AttackLoopBuffer in Animator to allow return false during loop // return false; //} public override bool GiveDamage(float damage, BaseWorldCharacter attackedCharacter) { if (attackedCharacter != null) { if (attackedCharacter.TakeDamage(damage)) { return(true); } } return(false); }
public bool GiveDamage(float damage, BaseWorldCharacter attackedCharacter) { if (attackedCharacter != null) { if (attackedCharacter.TakeDamage(damage)) { IncreaseCombatPoints(); return(true); } } return(true); }
public void FollowDetectionCharacter(BaseWorldCharacter character) { if (_followDetectionCharacter == null || character == null) { _followDetectionCharacter = character; _action = CharacterAction.Follow; if (character == null) { _animator.SetTrigger(_animatorUnarmedParameter); _weaponArmed = false; } else { _animator.SetTrigger(_animatorArmedParameter); _weaponArmed = true; } } }
public override bool GiveDamage(float damage, BaseWorldCharacter attackedCharacter) { return(_playerCombat.GiveDamage(damage, attackedCharacter)); }
public AttackCommand(BaseWorldCharacter targetCharacter) { _commandType = CommandType.Attack; _targetCharacter = targetCharacter; }
public void SetTargetCharacter(BaseWorldCharacter character) { _followDetectionCharacter = character; }
//public abstract bool IsAttacking(); public abstract bool GiveDamage(float damage, BaseWorldCharacter attackedCharacter);
void Awake() { _myCharacter = GetComponentInParent <BaseWorldCharacter>(); }
public void SetCharacter(BaseWorldCharacter character) { _myCharacter = character; }
public void GiveDamage(BaseWorldCharacter attackedCharacter) { MyCharacter.GiveDamage(10.0f, attackedCharacter); }
public void InitializeRole() { _myCharacter = GetComponentInParent <BaseWorldCharacter>(); }