void OnEnable() { PlayerDamageController.Initialize(); AnimatorClipInfo[] clipInfo = anim.GetCurrentAnimatorClipInfo(0); Destroy(gameObject, clipInfo[0].clip.length - 0.01f); dmgText = anim.GetComponent <Text>(); }
void OnTriggerEnter2D(Collider2D other) { PlayerDamageController playerDamageController = other.GetComponent <PlayerDamageController>(); if (playerDamageController != null) { playerDamageController.TakeDamage(7f); } }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag(TagHelper.PLAYER_TAG)) { PlayerDamageController playerDamageController = other.GetComponent <PlayerDamageController>(); playerDamageController.TakeDamage(damageAmount); ObjectPooler.Instance.ReturnToPool(gameObject.name, gameObject); } }
private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.name.Equals("Player") && Time.time > downTimeTime) { PlayerDamageController playerDamageController = collision.transform.GetComponent <PlayerDamageController>(); playerDamageController.TakeDamage(damage); downTimeTime = Time.time + downTime; } else if (collision.gameObject.GetComponent <Enemy>() && collision.gameObject != gameObject && !collision.isTrigger && canHitAlies && Time.time > downTimeTime) { collision.gameObject.GetComponent <Enemy>().TakeDamage(damage); downTimeTime = Time.time + downTime; Debug.Log("Hit Enemy"); } }
//Attacks player void AttackPlayer() { float aff = 55; float hitChance = aff * eStrength / (pDef + PlayerEngine.pArmourLvl * 2); float hit = Random.Range(0, 100); if (hit < hitChance) { float maxHit = Mathf.Ceil(0.5f * eStrength); int hitAmount = Mathf.RoundToInt(Random.Range(1, maxHit)); PlayerDamageController.CreateDamageText(hitAmount.ToString(), player.transform); PlayerHealth phealth = player.GetComponent <PlayerHealth>(); phealth.LoseHealth(hitAmount); } else { PlayerDamageController.CreateDamageText("0", player.transform); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.name.Equals("Player")) { PlayerDamageController playerDamageController = collision.transform.GetComponent <PlayerDamageController>(); playerDamageController.TakeDamage(damage); Destroy(gameObject); } else if (collision.gameObject.GetComponent <Enemy>() && collision.gameObject != spawnOrigin && !collision.isTrigger) { collision.gameObject.GetComponent <Enemy>().TakeDamage(damage); Destroy(gameObject); } else if (collision.gameObject.name.Equals("Surface")) { Destroy(gameObject); } }
void HitTarget() { float aff = 65; float hitChance = aff * (str + 5) / (DefenseSkill.defLvl + PlayerEngine.pArmourLvl * 2); float hit = Random.Range(0, 100); if (hit < hitChance) { float maxHit = Mathf.Ceil(0.5f * (str + 5f)); int hitRoll = Mathf.RoundToInt(Random.Range(1, maxHit)); PlayerDamageController.CreateDamageText(hitRoll.ToString(), target.transform); PlayerHealth phealth = target.GetComponent <PlayerHealth>(); phealth.LoseHealth(hitRoll); } else { PlayerDamageController.CreateDamageText("0", target.transform); } }
void MeleeAttack() { str = 30; def = 30; weak = 1; float aff = 65; float hitChance = aff * (str + 5) / (pDef + PlayerEngine.pArmourLvl * 2); float hit = Random.Range(0, 100); if (hit < hitChance) { float maxHit = Mathf.Ceil(0.5f * (str + 5f)); int hitRoll = Mathf.RoundToInt(Random.Range(1, maxHit)); PlayerDamageController.CreateDamageText(hitRoll.ToString(), player.transform); PlayerHealth phealth = player.GetComponent <PlayerHealth>(); phealth.LoseHealth(hitRoll); } else { PlayerDamageController.CreateDamageText("0", player.transform); } }