public bool IsShieldedTowards(Vector2 dir) { print("looking for shield"); for (int i = 0; i < partFixtures.Count; i++) { if (partFixtures[i].part != null) { Shielder s = partFixtures[i].part.GetComponent <Shielder> (); if (s != null) { print("found a shielder"); Debug.DrawRay(partFixtures[i].transform.position, partFixtures[i].LOOKDIR, Color.red); if (s.ISSHIELDING) { bool indirection = Vector2.Dot(dir, partFixtures[i].LOOKDIR) > 0; if (indirection) { print("actually shielding!!!"); Debug.DrawRay(partFixtures[i].transform.position, partFixtures[i].LOOKDIR, Color.green); return(true); } } } } } return(false); }
protected override void CharacterStart() { if (main == null) { main = this; } _shield = transform.Find("shield").gameObject; }
protected override void ExtenderConstructor() { targetType = TargetType.None; addedStipulationCard = new Shielder(); name = "Shield"; description = "If no shielder is present:" + addedStipulationCard.description; image = SpriteBase.mainSpriteBase.armor; }
public override void Start() { base.Start(); shielder = GetComponent <Shielder>(); }