public void Damage(int amount, int launchDirection) { playerMovement.KnockBack(launchDirection); health -= amount; OnPlayerHurt pd = new OnPlayerHurt { newHealth = health }; EventManager.Instance.FireEvent(pd); //Do Death Logic }
public void UpdateHealthBar(OnPlayerHurt ph) { healthBar.fillAmount = ph.newHealth / 10f; }
public void PlayerHitShake(OnPlayerHurt pd) { Shake(300, 1); }
public void Hurt(int damage, PlayerClass player) { player.SetHealth(player.health - damage); OnPlayerHurt.Invoke(); }
private void OnCollisionEnter(Collision collision) { #region Player Get Enemy Hit if (collision.gameObject.tag == "EnemyWeapon" && !playerStats.isDeath) { Enemy enemy = collision.gameObject.GetComponent <EnemyWeaponCollision>().enemy.GetComponent <Enemy>(); EnemyWeaponCollision enemyWeaponCollision = collision.gameObject.GetComponent <EnemyWeaponCollision>(); //Animator enemyAnimator = collision.gameObject.GetComponent<Animator>(); bool isInPlayerFov = this.GetComponent <BlockRadius>().EnemyInFOV(enemy); //Debug.Log(enemyAnimator.GetCurrentAnimatorStateInfo(0).tagHash); #region Player Blocking Collision Logic // player is blocking and get hit by enemy if (collision.gameObject.GetComponent <Collider>().isTrigger == false && playerAction.isKeepBlocking == true && playerAction.isPerfectBlock == false && playerAnimation._anim.GetCurrentAnimatorStateInfo(0).IsTag("B")) { #region get enemy heavy attack if (playerStats.hitStunValue > 0 && enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.HeavyAttack) { playerStats.hitStunValue -= 100; if (playerStats.hitStunValue <= 0) { playerStats.DecreaseHPStamina(20, 20); playerStats.readyToRestoreStaminaTime = 5.0f; playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); playerStats.isHitStun = true; } } #endregion #region get enemy light attack //get enemy light attack if (playerStats.hitStunValue > 0 && enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.LightAttack && isInPlayerFov) { playerStats.DecreaseHPStamina(1.25f, 1.25f); playerStats.hitStunValue -= 20; playerStats.hitStunRestoreSecond = 5.0f; playerStats.readyToRestoreStaminaTime = 5.0f; if (playerStats.hitStunValue > 0) { playerAnimation._anim.ResetTrigger("isGetBlockingImpact"); playerAnimation._anim.SetTrigger("isGetBlockingImpact"); // spawn sword clash effect this.GetComponent <SwordEffectSpawner>().SpawnSwordClash(); } else if (playerStats.hitStunValue <= 0) { playerStats.DecreaseHPStamina(5, 5); playerStats.readyToRestoreStaminaTime = 5.0f; playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); } } else if (playerStats.hitStunValue > 0 && enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.LightAttack && !isInPlayerFov) { collision.gameObject.GetComponent <Collider>().isTrigger = true; playerStats.DecreaseHPStamina(5, 5); // actual is 10 playerStats.readyToRestoreStaminaTime = 5.0f; playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); } #endregion playerAction.isPlayerAttacking = false; playerControl.comboHit = 0; playerControl.comboValidTime = 0; } // player is in blocking impact status and get hit if (collision.gameObject.GetComponent <Collider>().isTrigger = false && playerAction.isKeepBlocking == true && playerAction.isPerfectBlock == false && playerAnimation._anim.GetCurrentAnimatorStateInfo(0).IsTag("BI")) { if (isInPlayerFov) { playerStats.hitStunValue -= 20; playerAnimation._anim.ResetTrigger("isGetBlockingImpact"); playerAnimation._anim.SetTrigger("isGetBlockingImpact"); playerAction.isPlayerAttacking = false; collision.gameObject.GetComponent <Collider>().isTrigger = true; // spawn sword clash effect this.GetComponent <SwordEffectSpawner>().SpawnSwordClash(); } else { if (enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.LightAttack) { collision.gameObject.GetComponent <Collider>().isTrigger = true; playerStats.DecreaseHPStamina(5, 5); playerStats.readyToRestoreStaminaTime = 5.0f; playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); playerAction.isPlayerAttacking = false; } else if (enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.HeavyAttack) { playerStats.DecreaseHPStamina(10, 10); playerStats.readyToRestoreStaminaTime = 5.0f; playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); playerStats.isHitStun = true; playerMovement.isRunning = false; playerAction.isPlayerAttacking = false; collision.gameObject.GetComponent <Collider>().isTrigger = true; } } playerControl.comboHit = 0; playerControl.comboValidTime = 0; } #endregion OnHitPlayer?.Invoke(); // player is not in block action and get hit by enemy (Heavy attack) if (enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.HeavyAttack && collision.gameObject.GetComponent <Collider>().isTrigger == false && playerAction.isKeepBlocking == false && !playerMovement.isDodging) { OnPlayerHurt?.Invoke(); collision.gameObject.GetComponent <Collider>().isTrigger = true; playerStats.DecreaseHPStamina(10, 10); playerStats.readyToRestoreStaminaTime = 5.0f; playerMovement.isRunning = false; playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); playerStats.isHitStun = true; playerAction.isPlayerAttacking = false; playerControl.comboHit = 0; playerControl.comboValidTime = 0; } // player is not in block action and get hit by enemy (light attack) else if (enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.LightAttack && collision.gameObject.GetComponent <Collider>().isTrigger == false && playerAction.isKeepBlocking == false && !playerMovement.isDodging) { OnPlayerHurt?.Invoke(); collision.gameObject.GetComponent <Collider>().isTrigger = true; playerStats.DecreaseHPStamina(5, 5); playerStats.readyToRestoreStaminaTime = 5.0f; playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); playerAction.isPlayerAttacking = false; playerControl.comboHit = 0; playerControl.comboValidTime = 0; } // player is in perfect block Transistion but not in perfect block timing (Heavy attack) // (GetCurrentAnimatorStateInfo(0).IsTag("PB")) get current animator state by tag https://forum.unity.com/threads/current-animator-state-name.331803/ else if ((playerAnimation._anim.GetCurrentAnimatorStateInfo(0).IsTag("PB") || playerAnimation._anim.GetCurrentAnimatorStateInfo(0).IsTag("A")) && playerAction.isPerfectBlock == false && !playerMovement.isDodging && enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.HeavyAttack) { playerStats.DecreaseHPStamina(10, 10); playerStats.readyToRestoreStaminaTime = 5.0f; playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); playerStats.isHitStun = true; playerMovement.isRunning = false; playerAction.isPlayerAttacking = false; playerControl.comboHit = 0; playerControl.comboValidTime = 0; collision.gameObject.GetComponent <Collider>().isTrigger = true; } // player is in perfect block Transistion but not in perfect block timing (light attack) else if ((playerAnimation._anim.GetCurrentAnimatorStateInfo(0).IsTag("PB") || playerAnimation._anim.GetCurrentAnimatorStateInfo(0).IsTag("A")) && playerAction.isPerfectBlock == false && playerAction.isKeepBlocking == true && !playerMovement.isDodging && enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.LightAttack) { if (isInPlayerFov) { playerStats.DecreaseHPStamina(5, 5); playerStats.hitStunValue -= 10; playerAnimation._anim.ResetTrigger("isGetBlockingImpact"); playerAnimation._anim.SetTrigger("isGetBlockingImpact"); playerStats.readyToRestoreStaminaTime = 5.0f; playerMovement.isRunning = false; playerAction.isPlayerAttacking = false; collision.gameObject.GetComponent <Collider>().isTrigger = true; this.GetComponent <SwordEffectSpawner>().SpawnSwordClash(); } else { collision.gameObject.GetComponent <Collider>().isTrigger = true; playerStats.DecreaseHPStamina(5, 5); playerStats.readyToRestoreStaminaTime = 5.0f; playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); playerAction.isPlayerAttacking = false; } playerControl.comboHit = 0; playerControl.comboValidTime = 0; } else if ((playerAnimation._anim.GetCurrentAnimatorStateInfo(0).IsTag("HT") || playerAnimation._anim.GetCurrentAnimatorStateInfo(0).IsTag("LT"))) { playerAction.isPlayerAttacking = false; playerControl.comboHit = 0; playerControl.comboValidTime = 0; } else if (playerAnimation._anim.GetCurrentAnimatorStateInfo(0).IsTag("GH")) { if (enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.LightAttack) { playerStats.DecreaseHPStamina(5, 5); } else if (enemyWeaponCollision.enemyActionType == EnemyAction.EnemyActionType.HeavyAttack) { playerStats.DecreaseHPStamina(10, 10); playerStats.isHitStun = true; } playerAnimation._anim.ResetTrigger("isInjured"); playerAnimation._anim.SetTrigger("isInjured"); playerStats.readyToRestoreStaminaTime = 5.0f; playerAction.isPlayerAttacking = false; playerControl.comboHit = 0; playerControl.comboValidTime = 0; } #endregion } }
public static void PlayerHit() { OnPlayerHurt?.Invoke(); }
public void PlayerHurt(int oldHealth, int newHealth) { OnPlayerHurt?.Invoke(oldHealth, newHealth); }