protected virtual void Awake() { user = transform.parent.GetComponent <BaseCharacter> (); hitBox = GetComponent <Collider> (); stats = GetComponent <BaseEquipmentProperties> (); moveset = GetComponent <BaseEquipmentMovesetModule> (); weaponState = GetComponent <BaseEquipmentStateModule> (); }
protected virtual void Awake() { user = transform.parent.GetComponent<BaseCharacter> (); hitBox = GetComponent<Collider> (); stats = GetComponent<BaseEquipmentProperties> (); moveset = GetComponent<BaseEquipmentMovesetModule> (); weaponState = GetComponent <BaseEquipmentStateModule> (); }
protected virtual void Awake() { hitBox = GetComponent<BoxCollider> (); user = transform.root.GetComponent<BaseCharacter> (); weaponProperties = GetComponent<BaseEquipmentProperties> (); }
// public override void OnTriggerEnter (Collider hit) { // Debug.Log ("Hit Registered!"); // BaseCharacter target; // // if (hit.transform.GetComponent<BaseCharacter>()) { // Debug.LogError ("LANDED A HIT!!!"); // target = hit.transform.GetComponent<BaseCharacter> (); // if (target.CharType != User.CharType) // target.CharActions.CharStatus.ApplyAttack (this, User.Coordinates); // } else // Debug.LogError ("Well something weird is going on..."); //// _weapon.ActiveAttack = null; // } public override void SetValue(BaseEquipment weapon, BaseEquipmentProperties.EquipmentActions name) { base.SetValue (weapon, name); // Debug.LogError ("Setting weapon values..."); switch (attackType) { case AttackPropertyType.Standard: enterAbility = delegate { direction = (CharInput.LookDir - User.Coordinates.position); if (_weapon.ActiveAttack != this) _weapon.ActiveAttack = this; _weapon.WeaponProperties.anim.material.color = Color.grey; }; activeAbility = delegate { _hitbox.enabled = true; Aim (); BurstMove (activeMoveSpeed); _weapon.WeaponProperties.anim.material.color = Color.red; }; exitAbility = delegate { _hitbox.enabled = false; _weapon.WeaponProperties.anim.material.color = Color.grey; }; break; case AttackPropertyType.Charge: case AttackPropertyType.Multi: case AttackPropertyType.Counter: default: Debug.LogError ("Attack Type was not set properly!"); break; } }
public virtual void SetValue(BaseEquipment weapon, BaseEquipmentProperties.EquipmentActions name) { base.SetValue (weapon.User); _weapon = weapon; _hitbox = weapon.HitBox; attackName = name; }