Пример #1
0
        public bool CheckForParry()
        {
            EnemyStates ParryTarget = null;


            Vector3 Orgin = transform.position;

            Orgin.y += 1;
            Vector3    RayDir = transform.forward;
            RaycastHit hit;

            if (Physics.Raycast(Orgin, RayDir, out hit, 3f, IgnoreLayers))
            {
                ParryTarget = hit.transform.GetComponentInParent <EnemyStates>();
            }

            if (ParryTarget == null)
            {
                return(false);
            }

            /*  if(ParryTarget.ParriedBY == null)
             *    return false;*/


            /*    float distnace = Vector3.Distance(ParryTarget.transform.position,transform.position);
             *  if(distnace > 3f)
             *
             *      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 targetPos = -dir * ParryOffset;
                targetPos         += ParryTarget.transform.position;
                transform.position = targetPos;


                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();

                Anim.CrossFade("Parry", 0.01f);
                CanMove     = false;
                InAction    = true;
                ParryIsOn   = false;
                EnemyTarget = null;


                return(true);
            }

            return(false);
        }
Пример #2
0
        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, 2, ignoreLayers))
            {
                parryTarget = hit.transform.GetComponentInParent <EnemyStates>();
            }

            if (parryTarget == null)
            {
                return(false);
            }

            if (parryTarget.parriedBy == null)
            {
                return(false);
            }

            //direction calculated from the player to the enemy.
            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.GetCurrentWeapon(slot.mirror));
                canAttack = false;
                onEmpty   = false;
                canMove   = false;
                inAction  = true;
                anim.SetBool("mirror", slot.mirror);
                anim.SetFloat("parrySpeed", 1);
                anim.CrossFade("parry_attack", 0.2f);
                lockOnTarget = null;


                return(true);
            }

            return(false);
        }
Пример #3
0
        bool CheckForParry(Action slot)
        {
            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.GetComponentInParent <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();
                canMove  = false;
                inAction = true;
                anim.SetBool(StaticStrings.mirror, slot.mirror);
                anim.CrossFade(StaticStrings.parry_attack, 0.2f);
                lockOnTarget = null;
                return(true);
            }

            return(false);
        }