Пример #1
0
 public void Chill()
 {
     enemyHp        = null;
     enemyTransform = null;
     StartCoroutine(Searching());
     attacking = false;
 }
Пример #2
0
    public void Stack(Collider2D coll)
    {
        Rigidbody2D rb = coll.GetComponent <Rigidbody2D>();

        if (rb != null)
        {
            rb.AddForce((bullet.position - characterctrl.me.position).normalized * (1f * hit));
        }
        hpBase hp = coll.GetComponent <hpBase>();

        if (hp != null)
        {
            hp.AddHit(hit, bullet.position);
        }
        if (coll.gameObject.layer == 11)
        {
            fxHub.me.GimmeParticles(particleType.DirtSplash, bullet.position);
        }
        if (laser)
        {
            return;
        }
        Destroy(bullet.gameObject);
        Destroy(shell.gameObject);
        Destroy(gameObject);
    }
Пример #3
0
 new private void Start()
 {
     base.Start();
     HashedFlight = Animator.StringToHash("flight");
     HashedIdem   = Animator.StringToHash("idem");
     HashedPunch  = Animator.StringToHash("punch");
     target       = characterctrl.me;
     targetHp     = characterctrl.it;
     StartCoroutine(Walking());
 }
Пример #4
0
 protected new void Start()
 {
     base.Start();
     startLightColor            = timeCtrl.me.sunLight.color;
     timeCtrl.me.sunLight.color = myLightColor;
     fxHub.me.ShakeMe(10);
     targetHp = characterctrl.it;
     target   = characterctrl.me;
     StartCoroutine(Lifetime());
 }
Пример #5
0
 public void ShowNpcStats(hpBase hp)
 {
     if (targetHp != null)
     {
         targetHp.addHitEvent.RemoveListener(RefreshStats);
     }
     targetHp = hp;
     targetHp.addHitEvent.AddListener(RefreshStats);
     targetTransform = hp.transform;
     nameOfNpc       = hp.nameOfNpc;
     RefreshStats();
 }
Пример #6
0
 private IEnumerator Searching()
 {
     chillingPosRoutine = StartCoroutine(ChillingPosUpdate());
     while (enemyHp == null)
     {
         float dist = triggerDistance;     //not bruh anymore
         foreach (hpBase target in characterctrl.NearNpcs)
         {
             float newDist = Vector3.SqrMagnitude(target.transform.position - transform.position);
             if (dist > newDist && target.hp != 0)
             {
                 dist           = newDist;
                 enemyHp        = target;
                 enemyTransform = enemyHp.transform;
             }
         }
         yield return(new WaitForSeconds(0.1f));
     }
 }