bool CheckForBackStab(Action slot) { if (slot.canBackStab == false) { return(false); } EnemyStates backstab = null; Vector3 origin = transform.position; origin.y += 1; Vector3 rayDir = transform.forward; RaycastHit hit; if (Physics.Raycast(origin, rayDir, out hit, 1, ignoreLayers)) { backstab = hit.transform.GetComponent <EnemyStates>(); } if (backstab == null) { return(false); } Vector3 dir = transform.position - backstab.transform.position; dir.Normalize(); dir.y = 0; float angle = Vector3.Angle(backstab.transform.forward, dir); if (angle > 150) { Vector3 targetPosition = dir * backStabOffset; targetPosition += backstab.transform.position; transform.position = targetPosition; backstab.transform.rotation = transform.rotation; backstab.IsGettingBackstabbed(slot, inventoryManager.GetCurrrentWeapon(slot.mirror)); onEmpty = false; canMove = false; canAttack = false; inAction = true; anim.SetBool(StaticStrings.mirror, slot.mirror); anim.CrossFade(StaticStrings.parry_attack, 0.2f); lockonTarget = null; return(true); } return(false); }
public EnemyTarget GetEnemy(Vector3 from) { EnemyTarget r = null; float minDist = float.MaxValue; for (int i = 0; i < enemyTargets.Count; i++) { float tDist = Vector3.Distance(from, enemyTargets[i].GetTarget().position); if (tDist < minDist) { minDist = tDist; r = enemyTargets[i]; } } return(r); }
void Start() { health = 10000; anim = GetComponentInChildren <Animator>(); enTarget = GetComponent <EnemyTarget>(); enTarget.Init(this); rigid = GetComponent <Rigidbody>(); a_Hook = anim.GetComponent <AnimatorHook>(); if (a_Hook == null) { a_Hook = anim.gameObject.AddComponent <AnimatorHook>(); } a_Hook.Init(null, this); InitRagdoll(); parryIsOn = false; }
bool CheckForParry(Action slot) { if (slot.canParry == false) { return(false); } EnemyStates parryTarget = null; Vector3 origin = transform.position; origin.y += 1; Vector3 rayDir = transform.forward; RaycastHit hit; if (Physics.Raycast(origin, rayDir, out hit, 3, ignoreLayers)) { parryTarget = hit.transform.GetComponent <EnemyStates>(); } if (parryTarget == null) { return(false); } if (parryTarget.parriedBy == null) { return(false); } //float dis = Vector3.Distance(parryTarget.transform.position, transform.position); //if (dis > 3) // return false; Vector3 dir = parryTarget.transform.position - transform.position; dir.Normalize(); dir.y = 0; float angle = Vector3.Angle(transform.forward, dir); if (angle < 60) { Vector3 targetPosition = -dir * parryOffset; targetPosition += parryTarget.transform.position; transform.position = targetPosition; if (dir == Vector3.zero) { dir = -parryTarget.transform.forward; } Quaternion eRotation = Quaternion.LookRotation(-dir); Quaternion ourRot = Quaternion.LookRotation(dir); parryTarget.transform.rotation = eRotation; transform.rotation = ourRot; parryTarget.IsGettingParried(slot, inventoryManager.GetCurrrentWeapon(slot.mirror)); onEmpty = false; canMove = false; canAttack = false; inAction = true; anim.SetBool(StaticStrings.mirror, slot.mirror); anim.Play(StaticStrings.parry_attack); lockonTarget = null; return(true); } return(false); }