} //Update private void Kick() { //Checks if the player is in range var playersInRanger = kickShape.GetCharactersInRange<Player>(); if (playersInRanger.Length > 0) { //Hits the player currentTarget = playersInRanger[0]; //Deals damage to the player currentTarget.TakeDamage(GetAbility("Kick").GetDamage()); } GetAbility("Kick").Complete(this); } //Kick
} //Update private void Claw() { Debug.Log("Im clawing"); //Checks if the player is in range var playersInRange = clawShape.GetCharactersInRange<Player>(); if (playersInRange.Length > 0) { //Hits the player currentTarget = playersInRange[0]; //Deals damage to the player currentTarget.TakeDamage(GetAbility("Claw").GetDamage()); //Adds the bleed effect to the player currentTarget.AddStatus(new Bleed(3)); } //Set the kick ability cooldown GetAbility("Claw").SetCoolDown(); isCasting = false; } //Claw
} //Ice private void Spikes() { // Checking if the player is in range var players = spikeDetector.GetCharactersInRange<Player>(); if (players.Length > 0) { players[0].TakeDamage(GetAbility("Spikes").GetDamage()); players[0].AddStatus(new Bleed(2)); } //Begin the wind down timer GetAbility("Spikes").Complete(this); } //Spikes
} //Update private void Hit() { //Checks if the player is in range var playersInRange = hitShape.GetCharactersInRange<Player>(); if (playersInRange.Length > 0) { //Hits the player currentTarget = playersInRange[0]; //Deals damage to the player currentTarget.TakeDamage(GetAbility("Hit").GetDamage()); //Give the player the root status currentTarget.AddStatus(new Root(1)); } GetAbility("Hit").Complete(this); } //Hit
protected void CheckCollision() { var characters = areaChecker.GetCharactersInRange <Character>(); // Looping throughout all the characters foreach (var character in characters) { // attacking the character if its against that type if (isAgainstPlayer && character is Player || !isAgainstPlayer && character is Enemy) { // Adds all the statuses to the character foreach (var status in statuses) { character.AddStatus(status); } Attack(character); } } }
} //Update //This method uses the stab ability private void Stab() { //Checks if the plaeyr is in range var playersInRange = stabShape.GetCharactersInRange<Player>(); if (playersInRange.Length > 0) { //Hits the player currentTarget = playersInRange[0]; //Deals damage to the player currentTarget.TakeDamage(GetAbility("Stab").GetDamage()); currentTarget.AddStatus(new Bleed(3)); } //Start the hit ability cooldown GetAbility("Stab").SetCoolDown(); isCasting = false; } //Stab
} //Update //This method uses the backstab ability. private void Backstab() { //Checks if the plaeyr is in range var playersInRange = stabShape.GetCharactersInRange<Player>(); if (playersInRange.Length > 0) { //Hits the player currentTarget = playersInRange[0]; //Deals damage to the player currentTarget.TakeDamage(GetAbility("Backstab").GetDamage()); //Give the player the root status currentTarget.AddStatus(new Bleed(5)); } //Start the hit ability cooldown GetAbility("Backstab").Complete(this); animator.SetBool(IsStabbing, false); Debug.Log("Done stabbing"); } //Backstab