示例#1
0
        private static void DrawPlayerPosition(PlayerNew player)
        {
            DrawUtil.DrawText("Player Position: " + pos.x + " , " + pos.y);

            GUILayout.BeginHorizontal();

            xString = GUILayout.TextField(xString);
            yString = GUILayout.TextField(yString);

            GUILayout.EndHorizontal();

            if (GUILayout.Button("Set Player Position"))
            {
                float x;
                float y;

                if (float.TryParse(xString, out x) && float.TryParse(yString, out y))
                {
                    Rigidbody2D rigidbody = player.GetComponent <Rigidbody2D>();
                    if (rigidbody != null)
                    {
                        rigidbody.position = new Vector2(x, y);
                    }
                }
            }

            DrawUtil.DrawText("Player Velocity: " + vel.x + " , " + vel.y);
        }
示例#2
0
        public static void OnFixedUpdate(float dt)
        {
            GameManager gm = GameManager.instance;

            if (gm == null)
            {
                return;
            }

            PlayerNew player = gm.Player;

            if (player == null)
            {
                return;
            }

            Rigidbody2D rigidbody = player.GetComponent <Rigidbody2D>();

            if (rigidbody != null)
            {
                pos = rigidbody.position;
                vel = rigidbody.velocity;

                if (noclip)
                {
                    player.playerState = PlayerNew.PlayerState.isDead;

                    rigidbody.isKinematic = true;

                    rigidbody.position += new Vector2(moveX * dt * Main.settings.NoclipSpeed, moveY * dt * Main.settings.NoclipSpeed);
                }
                else if (noclipLast)
                {
                    player.playerState    = PlayerNew.PlayerState.isIdle;
                    rigidbody.isKinematic = false;
                }

                noclipLast = noclip;
            }
        }
示例#3
0
    void Update()
    {
        timeSinceLastAttack += Time.deltaTime;

        float curHealth = GetComponent <Health>().CurrentHealth;

        if (curHealth <= 0)
        {
            MonsterHealth = 0;
            isDead        = true;
        }

        if (isDead)
        {
            player.AddExp(expValue);
            string nameOfMobToSend = monsterType == MonsterType.Normal ? NameOfMob : "BOSS" + NameOfMob;
            Messenger <string> .Broadcast("MonsterKilled", nameOfMobToSend);

            //Destroy all floating text attached to this
            FloatingTextGUI[] floatingTexts = GetComponentsInChildren <FloatingTextGUI>();
            for (int i = 0; i < floatingTexts.Length; i++)
            {
                Destroy(floatingTexts[i].gameObject, 0.5f);
            }

            DropLoot();
            Destroy(gameObject);
        }
        else
        {
            if (inCombat)
            {
                EnableCombat = true;
            }
            else
            {
                EnableCombat = false;
            }

            if (isStunned)
            {
                EnableCombat = false;
            }

            if (isUseless)
            {
                return;
            }

            if (EnableCombat)
            {
                float angleToTarget = Mathf.Atan2((player.transform.position.x - transform.position.x), (player.transform.position.z - transform.position.z)) * Mathf.Rad2Deg;
                transform.eulerAngles = new Vector3(0, angleToTarget, 0);

                if (Vector3.Distance(transform.position, player.transform.position) > 2)
                {
                    transform.position = Vector3.MoveTowards(transform.position, player.transform.position, RunSpeed * Time.deltaTime);
                }

                bool canDealDamage = timeSinceLastAttack > 1 / AttacksPerSecond ? true : false;

                if (canDealDamage)
                {
                    timeSinceLastAttack = 0;
                    PlayerHealth php = player.GetComponent <PlayerHealth>();
                    if (php == null)
                    {
                        Debug.Log("No player health");
                    }
                    DealDamage(php);
                    canDealDamage = false;
                }
            }
        }
    }