bool CheckForParry(Action slot) { if (!slot.canParry) { 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.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(slot); canMove = false; inAction = true; anim.SetBool(StaticStrings.mirror, slot.mirror); anim.CrossFade(StaticStrings.parry_attack, 0.2f); lockOnTarget = null; return(true); } return(false); }
bool CheckForParry(Action slot) { if (!slot.canParry) { return(false); } EnemyStates parryTarget = null; Vector3 origin = transform.position; origin.y += 1; Vector3 raycastDir = transform.forward; RaycastHit hit; if (Physics.Raycast(origin, raycastDir, out hit, 3, ignoreLayers)) { parryTarget = hit.transform.root.GetComponent <EnemyStates>(); } if (parryTarget == null) { return(false); } if (parryTarget.parriedBy == null) { return(false); } //Direction towards the player Vector3 direction = parryTarget.transform.position - transform.position; direction.Normalize(); direction.y = 0; float angle = Vector3.Angle(transform.forward, direction); Debug.Log("Parry angle: " + angle); if (angle < 60) { //Get target position Vector3 targetPos = -direction * parryOffset; targetPos += parryTarget.transform.position; transform.position = targetPos; if (direction == Vector3.zero) { direction = -parryTarget.transform.forward; } //Make enemy look at player Quaternion enemyRot = Quaternion.LookRotation(-direction); parryTarget.transform.rotation = enemyRot; Quaternion playerRot = Quaternion.LookRotation(direction); transform.rotation = playerRot; parryTarget.IsGettingParried(slot, inventoryManager.GetCurrentWeapon(slot.mirror)); onEmpty = false; canMove = false; canAttack = false; inAction = true; animator.SetBool(StaticStrings.animParam_Mirror, slot.mirror); //animator.CrossFade("parry_attack", 0.2f); PlayAnimation(StaticStrings.animState_ParryReceived); lockOnTarget = null; return(true); } return(true); }