Пример #1
0
 void SetAnimatorSpeeds()
 {
     //Only care about absolute speed for distinguishing between idle and running
     animator.SetFloat("AbsoluteHorizontalSpeed", Mathf.Abs(characterMovement.GetHorizontalSpeed()));
     //Care about sign for vertical speed to distinguish rising and falling.
     animator.SetFloat("VerticalSpeed", characterMovement.GetVerticalSpeed());
 }
Пример #2
0
    protected void ResolveCollision(GameObject other)
    {
        CharacterCorpus corpus    = other.GetComponent <CharacterCorpus> () as CharacterCorpus;
        Character       character = other.GetComponent <Character> () as Character;

        if (corpus != null)
        {
            if (character != null)
            {
                if (character != this.componentData.GetCharacter())
                {
                    if (bounceCasterOnHit)
                    {
                        CharacterMovementActuator castingAcuator = componentData.GetMovementActuator();
                        if (castingAcuator != null)
                        {
                            if (castingAcuator.GetVerticalSpeed() < -1f)
                            {
                                if (castingAcuator.transform.position.y > corpus.transform.position.y)
                                {
                                    castingAcuator.BounceCommand(16f);
                                    corpus.TakeDamage(damage, firingTeam);
                                    corpus.TakeKnockback(worldLaunchVector, knockbackSpeed);
                                }
                            }
                        }
                    }
                    else
                    {
                        corpus.TakeDamage(damage, firingTeam);
                        corpus.TakeKnockback(worldLaunchVector, knockbackSpeed);
                    }

                    if (destroyOnCharacterContact)
                    {
                        DestroyProjectile();
                    }
                }
            }
        }
        if (other.gameObject.layer == 8)           //If other is terrain
        {
            if (destroyOnTerrainContact)
            {
                DestroyProjectile();
            }
        }

        if (deflectsProjectiles)
        {
            if (other.gameObject.layer == 13)               //If other is a projectile(ranged)
            {
                Rigidbody body = other.GetComponent <Rigidbody>() as Rigidbody;
                if (body != null)
                {
                    Transform castingTransform = componentData.GetCharacterTransform();
                    if (castingTransform != null)
                    {
                        Vector3 toOtherProj = other.transform.position - castingTransform.position;
                        toOtherProj.Normalize();
                        float otherProjSpeed = body.velocity.magnitude;

                        body.velocity = otherProjSpeed * toOtherProj;
                    }
                }
            }
        }
    }