void OnTriggerLost() { CompCollider col = GetComponent <CompCollider>(); if (col == null) { Debug.Log("[error] Object doesn't have collider component!"); return; } GameObject obj = col.GetCollidedObject(); // Debug.Log(obj.GetTag().ToString()); if (obj.CompareTag("player")) { Vector3 respawn_pos_float3 = new Vector3(respawn_tile_x * tile_size, respawn_height, respawn_tile_y * tile_size); obj.transform.SetPosition(respawn_pos_float3); CompRigidBody collbody = obj.GetComponent <CompRigidBody>(); collbody.ResetForce(); collbody.LockMotion(); MovementController controller = obj.GetComponent <MovementController>(); controller.endPosition = respawn_pos_float3; controller.curr_x = respawn_tile_x; controller.curr_y = respawn_tile_y; controller.moving = false; CharactersManager char_manager = obj.GetComponent <CharactersManager>(); char_manager.SetManagerState(CharactersManager.State.IDLE); char_manager.GetDamage(char_manager.drown_dmg); MovementController movement = obj.GetComponent <MovementController>(); movement.drowning = false; } }
void Start() { Debug.Log("Vfront" + vfront, Department.PLAYER, Color.ORANGE); rb = GetComponent <CompRigidBody>(); Shoot(); timer = 0.0f; GetComponent <CompAudio>().PlayEvent("DaenerysFireballImpact"); if (fireball == false) { if (vfront.x >= 2) { final_pos = transform.GetPosition().x + 25.4f * distance; } else if (vfront.x <= -2) { final_pos = transform.GetPosition().x - 25.4f * distance; } else if (vfront.z >= 2) { final_pos = transform.GetPosition().z + 25.4f * distance; } else if (vfront.z <= -2) { final_pos = transform.GetPosition().z - 25.4f * distance; } } }
void Start() { rb = GetComponent <CompRigidBody>(); destroyed = false; Shoot(); collision = true; }
void Start() { rb = GetComponent <CompRigidBody>(); audio = GetComponent <CompAudio>(); Shoot(); collision = true; audio.PlayEvent("DaenerysFireballImpact"); }
void ResetColliderPosition() { dynamic_collider = GetComponent <CompRigidBody>(); Vector3 position = dynamic_collider.GetColliderPosition(); position -= transform.forward; Quaternion rotation = dynamic_collider.GetColliderQuaternion(); dynamic_collider.MoveKinematic(position, rotation); }
public void CheckAttackTarget() { dynamic_collider = GetComponent <CompRigidBody>(); Vector3 position = dynamic_collider.GetColliderPosition(); position += transform.forward; Quaternion rotation = dynamic_collider.GetColliderQuaternion(); dynamic_collider.MoveKinematic(position, rotation); expecting_collision = true; }
public void CheckDrawning() { if (level_map[curr_x, curr_y] == 3) //Valryian Fire! { if (GetLinkedObject("player_obj").GetComponent <CharactersManager>().god_mode == false) { CompRigidBody rb = GetComponent <CompRigidBody>(); rb.UnLockMotion(); rb.ApplyImpulse(new Vector3(0.0f, -50.0f, 0.0f)); //char_manager.Drown(); drowning = true; } } }
void OnContact() { if (collided == false) { GameObject collided_obj = GetComponent <CompCollider>().GetCollidedObject(); // DAMAGE --- if (collided_obj != null) { rb = GetComponent <CompRigidBody>(); //Lock transform to avoid trespassing more than one collider rb.LockTransform(); // Check the specific enemy in front of you and apply dmg or call object OnContact EnemiesManager enemy_manager = GetLinkedObject("player_enemies_manager").GetComponent <EnemiesManager>(); if (enemy_manager.IsEnemy(collided_obj)) { collided = true; enemy_manager.ApplyDamage(collided_obj, damage, Enemy_BT.ENEMY_GET_DAMAGE_TYPE.FIREBREATH); } } } }
void Start() { rb = GetComponent <CompRigidBody>(); collided = false; }
void Start() { rb = GetComponent <CompRigidBody>(); Shoot(); damage = 10.0f; }