示例#1
0
    private void OnTriggerEnter(Collider other)
    {
        //Wall Collision
        if (other.gameObject.layer == 8 && activeBox)
        {
            Explode();
        }

        //Entity Collision
        bool hit = false;

        if (other.gameObject.tag == "Hurtbox" && activeBox)
        {
            int hurtboxID = other.gameObject.GetInstanceID();
            if (!BoxesHit.Contains(hurtboxID))
            {
                Hurtbox hb = other.GetComponent <Hurtbox>();
                if (hitID != hb.hitID)
                {
                    BoxesHit.Add(hurtboxID);
                    hit = hb.Damage(attackType, damage, knockback, weightClass, direction, ownerStatus);
                }
            }
            if (hit)
            {
                Explode();
            }
        }

        //Breakable Collision
        if (other.gameObject.tag == "Neutral")
        {
            //Damage Entity (Break the thing)
        }
    }
示例#2
0
    public override void HitCheck()
    {
        List <Collider> hurtboxes   = new List <Collider>();
        LayerMask       hurtboxMask = LayerMask.GetMask("Hurtbox");

        hitCircles.Add(new SphereHitbox(Adjust() + (direction * (0.2f + offset)), 0.4f));

        for (int h = 0; h < hitCircles.Count; h++)
        {
            hurtboxes.AddRange(Physics.OverlapSphere(hitCircles[h].position, hitCircles[h].radius, hurtboxMask));
        }

        for (int i = 0; i < hurtboxes.Count; i++)
        {
            int hurtboxID = hurtboxes[i].gameObject.GetInstanceID();
            if (BoxesHit.Contains(hurtboxID))
            {
                continue;
            }
            else
            {
                Hurtbox hb = hurtboxes[i].GetComponent <Hurtbox>();
                if (hitID != hb.hitID)
                {
                    BoxesHit.Add(hurtboxID);
                    Vector3 dir = direction;
                    if (attackStep == 9)
                    {
                        dir = hurtboxes[i].transform.position - transform.position;
                    }
                    hb.Damage(attackType, damage, knockback, weightClass, dir, ownerStatus);
                }
            }
        }
    }
示例#3
0
    void Update()
    {
        if (activeTime > 0)
        {
            if (attackRateProc <= 0)
            {
                HitCheck();
                attackRateProc = attackRate;
                if (attackRate > 0)
                {
                    BoxesHit.Clear();
                    switch (attackStep)
                    {
                    case 5:
                        SoundMaker.i.PlaySound("Slash", transform.position, 0.25f);
                        break;

                    case 6:
                        SoundMaker.i.PlaySound("BigSwing", transform.position, 0.3f);
                        break;
                    }
                }
            }
        }
        else if (attackStep > 4)
        {
            DestroySelf();
        }

        attackRateProc -= Time.deltaTime;
        activeTime     -= Time.deltaTime;
    }
    public override void HitCheck()
    {
        List <Collider> hurtboxes   = new List <Collider>();
        LayerMask       hurtboxMask = LayerMask.GetMask("Hurtbox");

        switch (attackStep)
        {
        case 1:
            hitCircles.Add(new SphereHitbox(Adjust() + (direction * (0.2f + offset)), 0.4f));
            break;

        case 2:
            hitCircles.Add(new SphereHitbox(Adjust() + (direction * (0.2f + offset)), 0.4f));
            break;

        case 3:
            hitCircles.Add(new SphereHitbox(Adjust() + (direction * (0.2f + offset)), 0.45f));
            Vector3 newDir = (Quaternion.AngleAxis(40, Vector3.forward) * direction);
            hitCircles.Add(new SphereHitbox(Adjust() + (newDir * (0.2f + offset)), 0.35f));
            newDir = (Quaternion.AngleAxis(-40, Vector3.forward) * direction);
            hitCircles.Add(new SphereHitbox(Adjust() + (newDir * (0.2f + offset)), 0.35f));
            break;

        case 4:
            hitCircles.Add(new SphereHitbox(Adjust() + (direction * (0.32f + offset)), 0.35f));
            hitCircles.Add(new SphereHitbox(Adjust() + (direction * (0.8f + offset)), 0.35f));
            break;

        case 5:
            hitCircles.Add(new SphereHitbox(Adjust() + (direction * (0.5f + offset)), 0.57f));
            hitCircles.Add(new SphereHitbox(Adjust() + (direction * (0.1f + offset)), 0.57f));
            break;
        }

        for (int h = 0; h < hitCircles.Count; h++)
        {
            hurtboxes.AddRange(Physics.OverlapSphere(hitCircles[h].position, hitCircles[h].radius, hurtboxMask));
        }

        for (int i = 0; i < hurtboxes.Count; i++)
        {
            int hurtboxID = hurtboxes[i].gameObject.GetInstanceID();
            if (BoxesHit.Contains(hurtboxID))
            {
                continue;
            }
            else
            {
                Hurtbox hb = hurtboxes[i].GetComponent <Hurtbox>();
                if (hitID != hb.hitID)
                {
                    BoxesHit.Add(hurtboxID);
                    Vector3 dir = direction;
                    hb.Damage(attackType, damage, knockback, weightClass, dir, ownerStatus);
                }
            }
        }
    }
示例#5
0
    private void OnTriggerEnter(Collider other)
    {
        //Wall Collision
        if (other.gameObject.layer == 8)
        {
            Vector3 adjustElevation = Vector3.zero;
            adjustElevation.y = elevation;
            adjustElevation.z = -elevation;
            direction.z       = direction.y;
            anchorPos         = anchorPos + (direction * speed * Time.fixedDeltaTime * .35f);
            rigidBody.MovePosition(anchorPos + adjustElevation);

            if (activeBox)
            {
                SoundMaker.i.PlaySound("Stab", transform.position, 0.5f, 32);
            }

            activeBox        = false;
            speed            = 0;
            dropRate         = 0;
            dropAcceleration = 0;
            rotation         = 0;
        }

        //Enemy Collision
        if (other.gameObject.tag == "Hurtbox" && activeBox)
        {
            int hurtboxID = other.gameObject.GetInstanceID();
            if (!BoxesHit.Contains(hurtboxID))
            {
                Hurtbox hb = other.GetComponent <Hurtbox>();
                if (hitID != hb.hitID)
                {
                    BoxesHit.Add(hurtboxID);
                    hb.Damage(attackType, damage, knockback, weightClass, direction, ownerStatus);
                }
            }
        }

        //Breakable Collision
        if (other.gameObject.tag == "Neutral")
        {
            //Damage Entity (Break the thing)
        }
    }