示例#1
0
        public void HandleAttack()
        {
            Direction = GetAnimationDirection();
            if (Input.GetKeyDown(KeyCode.Z))
            {
                PlayerStateMachine.ChangeState(PlayerStateMachine.States.Attacking);
                CurrentEffect = PowerUpActivator.GenerateEffect();
                switch (CurrentEffect)
                {
                case (PowerUpController.Effects.Fire):
                    Renderer.material = FireMaterial;
                    break;

                case (PowerUpController.Effects.Ice):
                    Renderer.material = IceMaterial;
                    break;

                case (Player.PowerUpController.Effects.Thunder):
                    Renderer.material = ThunderMaterial;
                    break;

                default:
                    Renderer.material = StandardMaterial;
                    break;
                }

                Attack();
            }
        }
示例#2
0
    public void ApplyEffectsOnEnemies(GameObject enemy, PowerUpController.Effects activatedEffect)
    {
        EnemyStateMachine  enemyStateMachine  = enemy.GetComponent <EnemyStateMachine>();
        EnemyHealthManager enemyHealthManager = enemy.GetComponent <EnemyHealthManager>();

        // Even when the list is empty

        // ICE LV 2 doesn't needs ICE LV 1 to happen in the same attack
        if (PowerUpController.IceLevel > 1 && enemyStateMachine.IsFrozen)
        {
            Debug.Log("SHATTERING ENEMY");
            PowerUpEffects.ShatterEnemy(enemy, PlayerStatsController.ShatterDamage);
        }

        // Choosing between all the activated effects

        switch (activatedEffect)
        {
        case PowerUpController.Effects.Fire:
            //Debug.Log("FIRE CHOSEN");

            PowerUpEffects.BurnEnemy(enemy, PlayerStatsController.FireDamage);

            if (PowerUpController.FireLevel > 1 && enemyStateMachine.IsOnFire && enemyStateMachine.WillDieBurned)
            {
                // FIRE LV 2
                Debug.Log("BURNING ENEMY TO THE DEATH");
                PowerUpEffects.BurnEnemyToDeath(enemy);
            }

            break;

        case PowerUpController.Effects.Ice:
            if (!enemyStateMachine.IsParalyzed)
            {
                PowerUpEffects.FreezeEnemy(enemy, PlayerStatsController.FrostDuration);
            }
            break;

        case PowerUpController.Effects.Thunder:
            //Debug.Log("THUNDER CHOSEN");
            PowerUpEffects.FindCloseEnemies(enemy, PlayerStatsController.ElectricRange, PlayerStatsController.ElectricalDamage);     // AND DEALS DAMAGE TO THEM

            // THUNDER LV 2
            if (PowerUpController.ElectricLevel >= 2)
            {
                if (enemyStateMachine.IsPrimaryTarget && Random.Range(1, 100) < PlayerStatsController.ElectricAttackRate)
                {
                    if (!enemyStateMachine.IsFrozen)
                    {
                        PowerUpEffects.ParalyzeEnemy(enemy, PlayerStatsController.ParalyzeDuration);
                        //Debug.Log("PARALIZADO");
                    }
                }
            }
            enemyStateMachine.IsPrimaryTarget = false;
            break;
        }
    }