public virtual void onHit(HeavyCollider proj, float damage) { if (this.tag != Constants.PLAYER_STRING) { m_Health -= damage; } }
public override void onHit(HeavyCollider proj, float damage) { if (this.tag != Constants.PLAYER_STRING) { m_Health -= damage; if (!m_HasAlreadyDead) m_Animator.playAnimation(AnimatorMusicalMortar.Animations.Hit); } }
public override void onHit(HeavyCollider proj, float damage) { m_Health -= 1; if(m_Health >= 0) DestroyGroup (m_Groups [(int)m_Health]); if (m_Health <= 0) onDeath (); }
public override void onHit(HeavyCollider proj, float damage) { if (this.tag != Constants.PLAYER_STRING) { m_Health -= damage; if (!m_HasAlreadyDead) { m_Animator.playAnimation(AnimatorMusicalMortar.Animations.Hit); } } }
//Override the onHits public override void onHit(HeavyCollider proj, float damage) { if (!m_Hit) { if (proj.gameObject.tag == Constants.PLAYER_PROJECTILE_STRING) //If the object is a playerProjectile, call setDestination and pass in the gameobject { m_SFX.playSound(transform, Sounds.LeverHit); setDestination(proj.gameObject); } } return; }
public override void onHit(HeavyCollider proj, float damage) { m_Health -= 1; if (m_Health >= 0) { DestroyGroup(m_Groups [(int)m_Health]); } if (m_Health <= 0) { onDeath(); } }
//Overridden OnHit function for the player's heavy projectile attack public override void onHit(HeavyCollider proj, float damage) { if (m_perception != null) { m_perception.attackedUs(proj.GetPlayerInfo()); } //Call the notifyHit function to let the enemy's know when it gets hit NotifyHit(); //Check if the enemy is invincible if (!m_IsInvincible) { m_KnockBackBehaviour.SetKnockBack(proj.KNOCKBACK, proj.transform.forward); base.onHit(proj, damage); } }
//If the player hits the switch, set activated to true public void onHit(HeavyCollider proj, float damage) { //TO make sure we only play sounds once if(m_PlayingSound == false) { m_SFX.playSound(transform, Sounds.LeverHit); m_PlayingSound = true; } if (!m_WillPauseForCamera) { m_Activated = true; } else { m_BeenHit = true; } }
public void onHit(HeavyCollider proj, float damage) //If the player hits the switch, set activated to true { //TO make sure we only play sounds once if (m_PlayingSound == false) { m_SFX.playSound(transform, Sounds.LeverHit); m_PlayingSound = true; } if (!m_WillPauseForCamera) { m_Activated = true; } else { m_BeenHit = true; } }
public virtual void AttackBegin() { m_InitialProjectilePosition = transform.position; m_InitialProjectileRotation = transform.rotation.eulerAngles; m_InitialProjectileRotation.y -= m_AttackStartingRot; for (int i = 0; i < m_AttackProjectileNumb; i++) { m_ProjectileRotation = Quaternion.Euler(m_InitialProjectileRotation.x, m_InitialProjectileRotation.y + (i * m_AttackSpread), m_InitialProjectileRotation.z); GameObject proj = (GameObject)GameObject.Instantiate(m_HeavyColliderPrefab, new Vector3(m_InitialProjectilePosition.x, m_InitialProjectilePosition.y + m_FirePointOffset, m_InitialProjectilePosition.z), m_ProjectileRotation); HeavyCollider collider = proj.GetComponent <HeavyCollider>(); collider.LaunchProjectile(7, 1); collider.SetCharacter(m_ReadInput.ReadInputFrom); } }
//used for Combo_Y attack public virtual void HeavyAOEAttack() { m_InitialProjectilePosition = transform.position; m_InitialProjectileRotation = transform.rotation.eulerAngles; for (int i = 0; i < m_NumberOfAOEProjectiles; i++) { m_ProjectileRotation = Quaternion.Euler(m_InitialProjectileRotation.x, m_InitialProjectileRotation.y + (i * m_AOEProjectileAngle), m_InitialProjectileRotation.z); GameObject proj = (GameObject)GameObject.Instantiate(m_HeavyColliderPrefab, new Vector3(m_InitialProjectilePosition.x, m_InitialProjectilePosition.y + m_FirePointOffset, m_InitialProjectilePosition.z), m_ProjectileRotation); HeavyCollider collider = proj.GetComponent <HeavyCollider>(); collider.LaunchProjectile(m_AOESpeed, m_AOERange); collider.SetCharacter(m_ReadInput.ReadInputFrom); } AOEEffect(); RemoveChargingEffects(); }
//Override the onHits public override void onHit(HeavyCollider proj, float damage) { if(!m_Hit) { if(proj.gameObject.tag == Constants.PLAYER_PROJECTILE_STRING) //If the object is a playerProjectile, call setDestination and pass in the gameobject { m_SFX.playSound(transform, Sounds.LeverHit); setDestination (proj.gameObject); } } return; }
public override void onHit(HeavyCollider proj, float damage) { //Knockback KnockBackPlayer(proj.gameObject.transform.forward); }
public virtual void onHit(HeavyCollider proj, float damage) { if (this.tag != Constants.PLAYER_STRING) m_Health -= damage; }