void OnTriggerEnter2D(Collider2D col) { //if (col.name == "Physics Box(Clone)") //{ // CBUG.Log("PUNCH"); // if(transform.localScale.x > 0){ // col.GetComponent<Rigidbody2D>().AddForce(new Vector2(BoxPunch, BoxPunch), ForceMode2D.Impulse); // }else{ // col.GetComponent<Rigidbody2D>().AddForce(new Vector2(-BoxPunch, BoxPunch), ForceMode2D.Impulse); // } //} if (isDead || col == null || !_PhotonView.isMine) { return; } //apply force . . . else if (col.name.Contains("Punch")) { //Get name of puncher lastHitBy = col.GetComponentInParent <PlayerController2DOnline>().SlotNum; lastHitTime = Time.time; if (invincibilityCount > 0) { return; } else { invincibilityCount = InvicibilityFrames; } damage += PunchPercentAdd; if (damage < 30) { _PhotonView.RPC("HurtAnim", PhotonTargets.All, 1); } else if (damage < 60) { _PhotonView.RPC("HurtAnim", PhotonTargets.All, 2); } else { _PhotonView.RPC("HurtAnim", PhotonTargets.All, 3); } GameHUDController.SetDamageTo(damage); if (col.name == "PunchForward") { //velocity += Vector2.right * PunchForceForward_Forward; if (col.transform.parent.localScale.x > 0) { Vector2 temp = Vector2.right * (PunchForceForward_Forward + StrengthsList[col.transform.parent.name] - Defense); temp += Vector2.up * (PunchForceForward_Up + StrengthsList[col.transform.parent.name] - Defense); StartCoroutine( applyPunchForce(temp * (damage / 100f)) ); } else { Vector2 temp = Vector2.left * (PunchForceForward_Forward + StrengthsList[col.transform.parent.name] - Defense); temp += Vector2.up * (PunchForceForward_Up + StrengthsList[col.transform.parent.name] - Defense); StartCoroutine( applyPunchForce(temp * (damage / 100f)) ); } } else if (col.name == "PunchUp") { StartCoroutine( applyPunchForce( (Vector2.up * (PunchForceUp + StrengthsList[col.transform.parent.name] - Defense) * (damage / 100f)) ) ); } else { if (!isGrounded) { StartCoroutine( applyPunchForce( (Vector2.down * (PunchForceDown + StrengthsList[col.transform.parent.name] - Defense) * (damage / 100f)) ) ); } else { StartCoroutine( applyPunchForce( (Vector2.up * (PunchForceDown + StrengthsList[col.transform.parent.name] - Defense) * (damage / 200f)) ) ); } } } }
public void SetNewTarget() { CamManager.SetTarget(transform); GameHUDController.SetDamageTo(damage); }