protected override void CollisionReaction(Collider2D collision, GameObject collisionRoot, Rigidbody2D rigidbody) { Ball ballHit = collisionRoot.GetComponent <Ball>(); if (ballHit != null) { rigidbody.AddForce((velocity * 25) * impactForce); ballHit.TakeDamage(damage); if (charged) { ballHit.ElectrifyBall(); } } PlayerPhysicsMovement playerPhysics = collisionRoot.GetComponent <PlayerPhysicsMovement>(); if (playerPhysics != null) { playerPhysics.AddVelocity((velocity * 10) * impactForce / 5); } StatsRPG stats = collisionRoot.GetComponent <StatsRPG>(); if (stats != null) { Debug.Log("Damage dealth: " + finalDamage); stats.TakeDamage(finalDamage); } base.CollisionReaction(collision, collisionRoot, rigidbody); }
private void Start() { playerStats = player.GetComponent <StatsRPG>(); playerManager = player.GetComponent <InputToIntent>(); playerProfile = player.GetComponent <PlayerProfile>(); //Debug.Log($"player colour {playerProfile.colour}"); transform.GetComponent <Image>().material = player.GetComponentInChildren <SpriteRenderer>().material; //Debug.Log($"player Hud {transform.parent.GetComponent<Image>().color}"); nameText = transform.Find("Name Text").gameObject; hpText = transform.Find("HP Text").gameObject; mpText = transform.Find("MP Text").gameObject; shardText = transform.Find("Shard Text").gameObject; abilityContainer = transform.Find("Abilities").gameObject; List <BaseAbility> abilities = player.GetComponent <AbilityManager>().abilities; for (int i = 0; i < abilities.Count; i++) { GameObject abilityIcon = Resources.Load <GameObject>("UI/Ability Icon"); abilityIcon = Instantiate(abilityIcon, abilityContainer.transform); abilities[i].CanActivate = true; abilityIcon.GetComponent <AbilityIcon>().Ability = abilities[i]; } }
private void Start() { player = transform.root.gameObject; intentToAction = player.GetComponent <IntentToAction>(); initialAttackDisplacement = player.GetComponent <Collider2D>().bounds.size; initialAttackDisplacement.y /= 2; statsRPG = player.GetComponent <StatsRPG>(); LoadWeapon(); SwitchWeapon(); animator = activeWeapon.transform.GetChild(0).GetComponent <Animator>(); }