GetHitFrameEnd() public method

public GetHitFrameEnd ( ) : int
return int
示例#1
0
    public string caster;     //who has cast the project. It will ignore them.

    void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.name == caster)
        {
            return;
        }
        if (HasHit == true)
        {        //Only impact once.
            return;
        }
        else

        {
            HasHit = true;
            SpriteRenderer sprt = this.GetComponentInChildren <SpriteRenderer>();
            sprt.enabled = false;
            BoxCollider box = this.GetComponent <BoxCollider>();
            box.enabled = false;
            WindowDetect.FreezeMovement(this.gameObject);

            ObjectInteraction objInt = collision.gameObject.GetComponent <ObjectInteraction>();

            if (objInt != null)
            {
                objInt.Attack(damage);
                Impact imp = this.gameObject.AddComponent <Impact>();
                imp.FrameNo  = objInt.GetHitFrameStart();
                imp.EndFrame = objInt.GetHitFrameEnd();
                StartCoroutine(imp.Animate());
            }
            else
            {
                //test if this is a player.
                if (collision.gameObject.GetComponent <UWCharacter>() != null)
                {
                    collision.gameObject.GetComponent <UWCharacter>().ApplyDamage(damage);
                }
                else
                {
                    //do a miss impact
                    Impact imp = this.gameObject.AddComponent <Impact>();
                    imp.FrameNo  = 46;
                    imp.EndFrame = 50;
                    StartCoroutine(imp.Animate());
                }
            }

            DestroyObject(this.gameObject, 1);
        }
    }
    protected virtual void Detonate(Collision collision)
    {
        HasHit = true;
        //Code to execute when a projectile hits a spot (for launching AOE effects)
        spellprop.onImpact(this.transform);
        ObjectInteraction objInt = collision.gameObject.GetComponent <ObjectInteraction> ();

        if (objInt != null)        //Has the projectile hit anything
        {
            //Special code for magic spell direct hits.
            spellprop.onHit(objInt);
            //Applies damage
            objInt.Attack(spellprop.BaseDamage, caster);
            //Create a impact animation to illustrate the collision
            if (objInt.GetHitFrameStart() >= 0)
            {
                Impact.SpawnHitImpact(Impact.ImpactMagic(), objInt.GetImpactPoint(), objInt.GetHitFrameStart(), objInt.GetHitFrameEnd());
            }
        }
        else
        {
            //Test if this is a player.
            if (collision.gameObject.GetComponent <UWCharacter> () != null)
            {
                int ratio = UWCharacter.Instance.getSpellResistance(spellprop);
                collision.gameObject.GetComponent <UWCharacter> ().ApplyDamage(spellprop.BaseDamage / ratio);
                spellprop.onHitPlayer();
            }
            else
            {
                //Do a miss impact
                Impact.SpawnHitImpact(Impact.ImpactDamage(), this.transform.position, spellprop.impactFrameStart, spellprop.impactFrameEnd);
            }
        }
        DestroyProjectile();
    }
    /// <summary>
    /// The Projectile hits something.
    /// </summary>
    /// <param name="collision">Collision.</param>
    /// Does not impact the caster
    /// Calls onImpact
    /// Calls onHit
    /// Applys Attack
    /// Generates an impact effect
    void OnCollisionEnter(Collision collision)
    {    //
        if (caster == null)
        {
            caster = this.gameObject;
        }
        if (collision.gameObject.name == caster.name)
        {        //Prevents the caster from hitting themselves
            return;
        }
        if (HasHit == true)
        {        //Only impact once.
            return;
        }
        else
        {
            HasHit = true;

            //Code to execute when a projectile hits a spot (for launching AOE effects)
            spellprop.onImpact(this.transform);

            ObjectInteraction objInt = collision.gameObject.GetComponent <ObjectInteraction>();

            if (objInt != null)          //Has the projectile hit anything
            {
                //Special code for magic spell direct hits.
                spellprop.onHit(objInt);

                //Applies damage
                objInt.Attack(spellprop.BaseDamage, caster);

                //Create a impact animation to illustrate the collision
                if (objInt.GetHitFrameStart() >= 0)
                {
                    Impact.SpawnHitImpact(Impact.ImpactMagic(), objInt.GetImpactPoint(), objInt.GetHitFrameStart(), objInt.GetHitFrameEnd());
                }
            }
            else
            {
                //Test if this is a player.
                if (collision.gameObject.GetComponent <UWCharacter>() != null)
                {
                    collision.gameObject.GetComponent <UWCharacter>().ApplyDamage(spellprop.BaseDamage);
                    spellprop.onHitPlayer();
                }
                else
                {
                    //Do a miss impact
                    Impact.SpawnHitImpact(Impact.ImpactDamage(), this.transform.position, spellprop.impactFrameStart, spellprop.impactFrameEnd);
                }
            }

            ObjectInteraction objIntThis = this.GetComponent <ObjectInteraction>();
            if (objIntThis != null)
            {
                objIntThis.objectloaderinfo.InUseFlag = 0;              //Free up object slot
            }

            DestroyObject(this.gameObject);
        }
    }
示例#4
0
    public override IEnumerator ExecuteMelee()
    {
        Charge         = 0.0f;
        AttackCharging = false;

        yield return(new WaitForSeconds(0.6f));

        Ray ray;

        if (playerUW.MouseLookEnabled == true)
        {
            ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
        }
        else
        {
            ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        }

        RaycastHit hit = new RaycastHit();

        if (Physics.Raycast(ray, out hit, weaponRange))
        {
            if (hit.transform.Equals(this.transform))
            {
                //Debug.Log ("you've hit yourself ? " + hit.transform.name);
            }
            else
            {
                ObjectInteraction objInt = hit.transform.gameObject.GetComponent <ObjectInteraction>();
                if (objInt != null)
                {
                    hit.transform.gameObject.GetComponent <ObjectInteraction>().Attack(10);
                    //Create a blood splatter at this point
                    GameObject hitimpact = new GameObject(hit.transform.name + "_impact");
                    hitimpact.transform.position = hit.point;                  //ray.GetPoint(weaponRange/0.7f);
                    Impact imp = hitimpact.AddComponent <Impact>();
                    imp.FrameNo  = objInt.GetHitFrameStart();
                    imp.EndFrame = objInt.GetHitFrameEnd();
                    StartCoroutine(imp.Animate());
                    if (currWeapon != null)
                    {
                        currWeapon.onHit(hit.transform.gameObject);
                    }
                }
                else
                {
                    //do a miss impact
                    GameObject hitimpact = new GameObject(hit.transform.name + "_impact");
                    hitimpact.transform.position = hit.point;                  //ray.GetPoint(weaponRange/0.7f);
                    Impact imp = hitimpact.AddComponent <Impact>();
                    imp.FrameNo  = 46;
                    imp.EndFrame = 50;
                    StartCoroutine(imp.Animate());
                    if (currWeapon != null)
                    {
                        currWeapon.onHit(null);
                    }
                }
            }
        }
        else
        {
            if (currWeapon != null)
            {
                currWeapon.onHit(null);
            }
        }

        AttackExecuting = false;
    }