public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { base.damage(damage, type, knockback); if (facingLeft == true) { xForce = knockback * .01f; } else { xForce = -knockback * .01f; } switch (type) { case AbstractDamageCollider.DamageType.light: _anim.SetTrigger("IsHit"); break; case AbstractDamageCollider.DamageType.medium: _anim.SetTrigger("IsHit"); break; case AbstractDamageCollider.DamageType.heavy: _anim.SetTrigger("IsHit"); break; } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { base.damage(damage, type, knockback); if (facingLeft == true) { xForce = knockback * .01f; } else { xForce = -knockback * .01f; } if (state == EnemyStates.stun) { // Don't trigger anything if enemy is stunned. return; } switch (type) { case AbstractDamageCollider.DamageType.light: _anim.SetTrigger("IsHit"); break; case AbstractDamageCollider.DamageType.medium: _anim.SetTrigger("IsHit2"); break; case AbstractDamageCollider.DamageType.heavy: _anim.SetTrigger("IsHit2"); break; } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { base.damage(damage, type, knockback); if (invincible || _enraged) { // Can't hurt this boy. return; } if (facingLeft == true) { xForce = damage * .005f; } else { xForce = -damage * .005f; } switch (type) { case AbstractDamageCollider.DamageType.light: _anim.SetTrigger("IsHit"); break; case AbstractDamageCollider.DamageType.medium: _anim.SetTrigger("IsHit"); break; case AbstractDamageCollider.DamageType.heavy: _anim.SetTrigger("IsHit"); break; } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { base.damage(damage, type, knockback); if (isInvincible) { // Can't hurt this boy. return; } switch (type) { case AbstractDamageCollider.DamageType.light: _anim.SetTrigger("IsHit"); break; case AbstractDamageCollider.DamageType.medium: _anim.SetTrigger("IsHit"); break; case AbstractDamageCollider.DamageType.heavy: _anim.SetTrigger("IsHit"); break; } if (_bossHealth <= 0) { // Boos is dead. Or is it? SendMessageUpwards("bossDead", SendMessageOptions.DontRequireReceiver); } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { base.damage(damage, type, knockback); if (facingLeft == true) { xForce = knockback * .01f; } else { xForce = -knockback * .01f; } robotHealthBarAnim.SetFloat("Health", _enemHealth); switch (type) { case AbstractDamageCollider.DamageType.light: _anim.SetTrigger("IsHit"); break; case AbstractDamageCollider.DamageType.medium: _anim.SetTrigger("IsHit2"); break; case AbstractDamageCollider.DamageType.heavy: _anim.SetTrigger("IsHit2"); _anim.SetBool("IsStunned", true); setState(EnemyStates.stun); break; } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { if (state != BossAction.attack && state != BossAction.move) { // Can't damage him any other time than move and attack. return; } _anim.SetTrigger("IsHit"); _bossHealth -= damage; if (_bossHealth <= 0) { // Boos is dead. Or is it? if (bossState == BOSS_STATE_MELEE) { // Nope, boss is actually serious now. bossState = BOSS_STATE_RANGED; // Trunk fall SFX. playSoundClip(clips[2], false); // Set bossDying. The battle is effectively over, but the player doesn't know it yet. SendMessageUpwards("bossDying", SendMessageOptions.DontRequireReceiver); setBossAction(BossAction.stun); } else { // YOU CAN'T KILL THIS ONE TODAY! stun(1f); _bossHealth = 400f; SendMessageUpwards("bossDead", SendMessageOptions.DontRequireReceiver); } } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { if (!invincible && _enemHealth > 0) { if (_enraged) { // Only takes half damage if enraged. damage /= 2; } _enemHealth -= damage; if (_useRage) { _rageLevel += damage; rageMeter.addRageLevel(damage); if (!_enraged && _rageLevel >= damageToRage) { // Boss is now enraged. _enraged = true; } } if (_enemHealth <= 0) { // Enemy is dead. Set state. setState(EnemyStates.dead); // Don't do anything else. Make-Dead code will handle the rest. return; } } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { // Only has one hitpoint. parrotState = ParrotState.die; _anim.SetTrigger("Die"); // Got hit by something. Drop item. drop(healItem); }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { if (damage > 0) { // Yup, that's it. Kill him off. _anim.SetTrigger("IsHit"); setState(EnemyStates.dead); } }
public override void damage(int damage, AbstractDamageCollider.DamageType type = AbstractDamageCollider.DamageType.light, int knockback = 0) { base.damage(damage, type, knockback); if (invincible) { // Can't hurt this boy. return; } // Dies from one hit. Deal with it. _anim.SetTrigger("Death"); }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { // Spider only takes one kind of damage. Hacking override. damage = 100; base.damage(damage, type, knockback); if (isInvincible) { // Can't hurt this boy. return; } // Spider just takes damage from one source. Make it show. _anim.SetTrigger("IsHit"); }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { base.damage(damage, type, knockback); if (isInvincible) { // Can't hurt this boy. return; } if (_bossHealth <= 0) { // Boos is dead. Or is it? SendMessageUpwards("bossDead", SendMessageOptions.DontRequireReceiver); } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { if (!isVulnerable) { // Can't damage him any other time than move and attack. return; } _bossHealth -= damage; if (_bossHealth <= 0) { // Boos is dead. Or is it? SendMessageUpwards("bossDead", SendMessageOptions.DontRequireReceiver); } else { // Boss is hit. Stun that noise! stun(5); } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { if (state != BossAction.attack && state != BossAction.move) { // Can't damage him any other time than move and attack. return; } _bossHealth -= damage; if (_bossHealth <= 0) { // Boos is dead. Or is it? if (bossState == BOSS_STATE_FINAL) { SendMessageUpwards("bossDead", SendMessageOptions.DontRequireReceiver); } else { stun(1f); } } }
public override void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { if (tempInvuln != true) { // Hit a player! Do death! tempInvuln = true; tempInvulnTimer = 1f; if (type == AbstractDamageCollider.DamageType.stunAttack) { StartCoroutine(stunAttack()); } else if (type == AbstractDamageCollider.DamageType.stunMove) { StartCoroutine(stunMove()); } else if (type == AbstractDamageCollider.DamageType.stunAll) { StartCoroutine(stunAttack()); StartCoroutine(stunMove()); } else { // Normal hit. Show knockback anim. _anim.SetTrigger("IsHit"); setState(PlayerStates.stunned); } if (playerHealth > 0) { playerHealth -= damage; if (playerHealth <= 0) { // Player dead, yo. SendMessageUpwards("playerDied", null, SendMessageOptions.DontRequireReceiver); } } } }
public virtual void damage(int damage, AbstractDamageCollider.DamageType type, int knockback) { }