示例#1
0
    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
    }
示例#2
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 public void UpdateHealthBar(OnPlayerHurt ph)
 {
     healthBar.fillAmount = ph.newHealth / 10f;
 }
示例#3
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 public void PlayerHitShake(OnPlayerHurt pd)
 {
     Shake(300, 1);
 }
示例#4
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 public void Hurt(int damage, PlayerClass player)
 {
     player.SetHealth(player.health - damage);
     OnPlayerHurt.Invoke();
 }
示例#5
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    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
        }
    }
示例#6
0
 public static void PlayerHit()
 {
     OnPlayerHurt?.Invoke();
 }
示例#7
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 public void PlayerHurt(int oldHealth, int newHealth)
 {
     OnPlayerHurt?.Invoke(oldHealth, newHealth);
 }