Пример #1
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (soundEffects == null)
        {
            soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>();
        }
        // Items is for player ultimately. It will be trouble if monster can even pick up the stuff!
        if (other.tag.Equals("Player"))
        {
            // Need to find the inventory again if can't find it!
            if (playerInventory == null)
            {
                Start();
            }
            if (theItemStuff == null)
            {
                Start();
            }
            Debug.Log("Interacting with: " + other.name);
            playerInventory.passInInventory(theItemStuff.m_itemInform);

            // We also need to give the player back some health!
            HealthScript zePlayerHealth = other.GetComponent <HealthScript>();
            zePlayerHealth.modifyHealth(m_heal);

            itemInteractParticles.transform.position = transform.position;
            itemInteractParticles.playEffect();
            if (soundEffects != null)
            {
                soundEffects.playSound("pickupItems");
            }
            Destroy(gameObject);
        }
    }
Пример #2
0
 // Update is called once per frame
 void Update()
 {
     if (soundEffects == null)
     {
         soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>();
     }
     if (rb.velocity != Vector2.zero)
     {
         if (soundEffects != null)
         {
             soundEffects.playSound("movingObj");
         }
     }
 }
Пример #3
0
 // Update is called once per frame
 void Update()
 {
     if (soundEffects == null)
     {
         soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>();
     }
     timeCounter += Time.deltaTime;
     //Debug.DrawRay(transform.position, directionOfRay * m_range, Color.black);
     //Debug.Log(gameObject.name + ": " + directionOfRay);
     if (timeCounter > m_time && heroMeleeAnim != null)
     {
         heroMeleeAnim.stopMeleeAttack();
     }
     if (playerIsAttacking)
     {
         {
             // If the player is attacking, then we delay the attack before dealing the damage!
             m_delayCounter += Time.deltaTime;
             // If the player is able to attack!
             if (m_delayCounter > m_delayInitialAttack)
             {
                 //heroMeleeAnim.stopMeleeAttack();
                 m_delayCounter    = 0;
                 playerIsAttacking = false;
                 Vector3 theBoxPosition = new Vector3(transform.localScale.x * directionOfRay.x, transform.localScale.y * directionOfRay.y);
                 //Debug.Log("Position of Box: " + (transform.position + transform.localScale));
                 RaycastHit2D[] hits = Physics2D.BoxCastAll(transform.position + theBoxPosition
                                                            , transform.localScale, 0, Vector2.zero);
                 foreach (RaycastHit2D attacked in hits)
                 {
                     // This is so that it is not attackin itself!
                     if (!attacked.collider.gameObject.Equals(gameObject) && attacked.collider.GetComponent <HealthScript>() != null)
                     {
                         //Debug.Log("Successful attack");
                         if (soundEffects != null)
                         {
                             soundEffects.playSound("MeleeHit");
                         }
                         AttackSystemScript.instance.ManageMeleeAttack(this, attacked.collider.GetComponent <HealthScript>());
                     }
                 }
             }
         }
     }
 }
Пример #4
0
 public void shootArrow()
 {
     if (m_TimeCounter > m_firingRate)
     {
         // Well, the player has to stop their movement then they can fire
         if (soundEffects != null)
         {
             soundEffects.playSound("MeleeHit");
         }
         directionOfHero.stopMovement();
         isShooting    = true;
         m_TimeCounter = 0;
         GameObject zeArrow = Instantiate(theArrow);
         zeArrow.BroadcastMessage("Start");
         zeArrow.transform.position = transform.position;
         zeArrow.BroadcastMessage("setDirection", directionOfHero.directionOfHero);
         heroAnimator.rangeAttackAnimation();
         gameObject.BroadcastMessage("stopMeleeAttack");
         MessageSystem.instance.triggerEventCall("RangeAttack");
     }
 }
Пример #5
0
 // This will be used as checking whether it hits the object or not!
 void OnTriggerEnter2D(Collider2D zeVictim)
 {
     // Need to make sure it isn't friendly fire!
     if (!zeVictim.tag.Equals("Player"))
     {
         if (arrowParticleEffect != null)
         {
             arrowParticleEffect.transform.position = transform.position;
             arrowParticleEffect.GetComponent <ParticleScript>().playEffect();
         }
         if (zeVictim.GetComponent <HealthScript>() != null)
         {
             AttackSystemScript.instance.ManageArrowAttack(this, zeVictim.GetComponent <HealthScript>());
         }
         if (soundEffects != null)
         {
             soundEffects.playSound("RangeHit");
         }
         Destroy(gameObject);
         //Debug.Log("Hit the " + zeVictim.gameObject.name);
     }
 }
Пример #6
0
    public bool checkForCollision()
    {
        collision = Physics2D.CircleCastAll(transform.position, circleCollider.bounds.size.x - 0.5f, Vector2.zero, 0);

        foreach (RaycastHit2D temp in collision)
        {
            if (temp.collider != null)
            {
                if (temp.collider.gameObject.tag == "Player" && temp.collider.gameObject.GetComponent <HealthScript>() != null)
                {
                    //if (projectileParticles != null)
                    //{
                    //    projectileParticles.transform.position = transform.position;
                    //    projectileParticles.GetComponent<ParticleScript>().playEffect();
                    //}
                    foreach (GameObject zeGO in rockParticleSystems)
                    {
                        ParticleScript zeParticleEffects = zeGO.GetComponent <ParticleScript>();
                        // Need to make sure that the particle system is not playing
                        if (!zeParticleEffects.isPlaying())
                        {
                            zeParticleEffects.transform.position = transform.position;
                            zeParticleEffects.playEffect();
                            break;
                        }
                    }
                    temp.collider.gameObject.GetComponent <HealthScript>().modifyHealth(-damage);
                    if (soundEffects != null)
                    {
                        soundEffects.playSound("smashing");
                    }
                    return(true);
                }
                else if (temp.collider.gameObject.tag != "GolemBoss" && temp.collider.gameObject.tag != "GolemBoss_Projectile" && temp.collider.gameObject.tag != "Arrows")
                {
                    //if (projectileParticles != null)
                    //{
                    //    projectileParticles.transform.position = transform.position;
                    //    projectileParticles.GetComponent<ParticleScript>().playEffect();
                    //}
                    foreach (GameObject zeGO in rockParticleSystems)
                    {
                        ParticleScript zeParticleEffects = zeGO.GetComponent <ParticleScript>();
                        // Need to make sure that the particle system is not playing
                        if (!zeParticleEffects.isPlaying())
                        {
                            zeParticleEffects.transform.position = transform.position;
                            zeParticleEffects.playEffect();
                            break;
                        }
                    }
                    if (soundEffects != null)
                    {
                        soundEffects.playSound("smashing");
                    }
                    //Debug.Log(temp.collider.gameObject.name);
                    return(true);
                }
            }
        }
        return(false);
    }