public void UpdateCollisionFB(object sender, EventArgs e) { MobInteraction.CollisionWithFB(FireBall, imp1); MobInteraction.CollisionWithFB(FireBall, imp2); MobInteraction.CollisionWithFB(FireBall, imp3); MobInteraction.CollisionWithFB(FireBall, imp4); MobInteraction.CollisionWithFB(FireBall, imp5); MobInteraction.CollisionWithFB(FireBall, imp6); MobInteraction.CollisionWithFB(FireBall, imp7); MobInteraction.CollisionWithFB(FireBall, imp8); MobInteraction.CollisionWithFB(FireBall, Skelet1); MobInteraction.CollisionWithFB(FireBall, Skelet2); MobInteraction.CollisionWithFB(FireBall, Skelet3); MobInteraction.CollisionWithFB(FireBall, Skelet4); MobInteraction.CollisionWithFB(FireBall, Skelet5); MobInteraction.CollisionWithFB(FireBall, Skelet6); MobInteraction.CollisionWithFB(FireBall, Skelet7); MobInteraction.CollisionWithFB(FireBall, Skelet8); MobInteraction.CollisionWithFB(FireBall, Slime1); MobInteraction.CollisionWithFB(FireBall, Slime2); MobInteraction.CollisionWithFB(FireBall, Slime3); MobInteraction.CollisionWithFB(FireBall, Slime4); MobInteraction.CollisionWithFB(FireBall, Slime5); Entity.MovingMob(player, imp1); Entity.MovingMob(player, imp2); Entity.MovingMob(player, imp3); Entity.MovingMob(player, imp4); Entity.MovingMob(player, imp5); Entity.MovingMob(player, imp6); Entity.MovingMob(player, imp7); Entity.MovingMob(player, imp8); Entity.MovingMob(player, Skelet1); Entity.MovingMob(player, Skelet2); Entity.MovingMob(player, Skelet3); Entity.MovingMob(player, Skelet4); Entity.MovingMob(player, Skelet5); Entity.MovingMob(player, Skelet6); Entity.MovingMob(player, Skelet7); Entity.MovingMob(player, Skelet8); Entity.MovingMob(player, Slime1); Entity.MovingMob(player, Slime2); Entity.MovingMob(player, Slime3); Entity.MovingMob(player, Slime4); Entity.MovingMob(player, Slime5); }
void Shoot() { muzzleFlash.Play(); source.PlayOneShot(shotClip); RaycastHit hitInfo; if (Physics.Raycast(fpsCamera.transform.position, fpsCamera.transform.forward, out hitInfo, range)) { //var e = Resources.Load("HitSpot"); //Instantiate(e, hitInfo.point, Quaternion.identity); //This is where we'll check if it's a hittable game object that can take damage. if (hitInfo.transform.name == "Air") { MobInteraction mob = hitInfo.transform.GetComponent <MobInteraction>(); float smallDmg = mob.maxHealth * 0.1f; mob.TakeDamage(smallDmg); } } }
void Shoot() { muzzleFlash.Play(); source.PlayOneShot(shotClip); RaycastHit hitInfo; Vector3 adj = new Vector3(UnityEngine.Random.Range(-0.8f, 0.8f), UnityEngine.Random.Range(-0.8f, 0.8f)); if (Physics.Raycast(fpsCamera.transform.position + adj, fpsCamera.transform.forward, out hitInfo, range)) { //var e = Resources.Load("HitSpot"); //Instantiate(e, hitInfo.point, Quaternion.identity); // Debug.Log(hitInfo.transform.name); //This is where we'll check if it's a hittable game object that can take damage. if (hitInfo.transform.tag == "Mobs") { MobInteraction mob = hitInfo.transform.GetComponent <MobInteraction>(); float smallDmg = mob.maxHealth * 0.05f; mob.TakeDamage(smallDmg); } } }
// Update is called once per frame void Update() { if (target == null) { Destroy(gameObject); return; } Vector3 direction = target.position - transform.position; float distanceThisFrame = speed * Time.deltaTime; //Hit the target if this is true if (direction.magnitude <= distanceThisFrame) { MobInteraction mb = target.GetComponent <MobInteraction>(); Debug.Log(damage); mb.TakeDamage(damage); HitTarget(); return; } //Haven't hit target yet, so move towards it transform.Translate(direction.normalized * distanceThisFrame, Space.World); }
public void UpdateCollisionPl(object sender, EventArgs e) { if (RB1) { RB1 = MapController.ItemInt(q, RedBut1); } if (RB2) { RB2 = MapController.ItemInt(q, RedBut2); } if (RB3) { RB3 = MapController.ItemInt(q, RedBut3); } if (RB4) { RB4 = MapController.ItemInt(q, RedBut4); } if (BB1) { BB1 = MapController.ItemInt(q, BlueBut1); } if (BB2) { BB2 = MapController.ItemInt(q, BlueBut2); } if (BB3) { BB3 = MapController.ItemInt(q, BlueBut3); } if (BB4) { BB4 = MapController.ItemInt(q, BlueBut4); } if (P1 && player.HP <= 4) { P1 = MapController.ItemInt(q, Potion1); if (!P1) { player.HP += 2; } } if (P2 && player.HP <= 4) { P2 = MapController.ItemInt(q, Potion2); if (!P2) { player.HP += 2; } } if (P3 && player.HP <= 4) { P3 = MapController.ItemInt(q, Potion3); if (!P3) { player.HP += 2; } } if (P4 && player.HP <= 4) { P4 = MapController.ItemInt(q, Potion4); if (!P4) { player.HP += 2; } } if (P5 && player.HP <= 4) { P5 = MapController.ItemInt(q, Potion5); if (!P5) { player.HP += 2; } } if (P6 && player.HP <= 4) { P6 = MapController.ItemInt(q, Potion6); if (!P6) { player.HP += 2; } } if (MobInteraction.MobDead(player)) { button_back_in_menu.Enabled = true; button_back_in_menu.Visible = true; button_exit.Enabled = true; button_exit.Visible = true; LabelDeath.Enabled = true; LabelDeath.Visible = true; timer1.Stop(); timer2.Stop(); timer3.Stop(); timer4.Stop(); } if (!RB1 && !RB2 && !RB3 && !RB4 && !BB1 && !BB2 && !BB3 && !BB4 && q.IntersectsWith(PExit)) { button_back_in_menu.Enabled = true; button_back_in_menu.Visible = true; button_exit.Enabled = true; button_exit.Visible = true; LabelWin.Enabled = true; LabelWin.Visible = true; timer1.Stop(); timer2.Stop(); timer3.Stop(); timer4.Stop(); } MobInteraction.CollisionWithMob(player, imp1); MobInteraction.CollisionWithMob(player, imp2); MobInteraction.CollisionWithMob(player, imp3); MobInteraction.CollisionWithMob(player, imp4); MobInteraction.CollisionWithMob(player, imp5); MobInteraction.CollisionWithMob(player, imp6); MobInteraction.CollisionWithMob(player, imp7); MobInteraction.CollisionWithMob(player, imp8); MobInteraction.CollisionWithMob(player, Skelet1); MobInteraction.CollisionWithMob(player, Skelet2); MobInteraction.CollisionWithMob(player, Skelet3); MobInteraction.CollisionWithMob(player, Skelet4); MobInteraction.CollisionWithMob(player, Skelet5); MobInteraction.CollisionWithMob(player, Skelet6); MobInteraction.CollisionWithMob(player, Skelet7); MobInteraction.CollisionWithMob(player, Skelet8); MobInteraction.CollisionWithMob(player, Slime1); MobInteraction.CollisionWithMob(player, Slime2); MobInteraction.CollisionWithMob(player, Slime3); MobInteraction.CollisionWithMob(player, Slime4); MobInteraction.CollisionWithMob(player, Slime5); }