示例#1
0
    void OnEnable()
    {
        if (speller != null)
        {
            rb             = GetComponent <Rigidbody2D> ();
            animator       = GetComponent <Animator> ();
            light          = transform.Find("light").gameObject.GetComponent <Light>();
            explode_attack = transform.Find("attack").gameObject;
            explode_attack.SetActive(false);
            intensity = 4;

            direction = speller.get_direction();
            speed     = 4f;

            Vector2 parent_position = speller.get_position2();

            transform.position   = new Vector3(parent_position.x + (direction ? 1 : -1) * 0.1f, parent_position.y - 0.1f, transform.position.z);
            transform.localScale = new Vector2((direction ? -1 : 1), 1);

            attack attack = gameObject.GetComponent <attack> ();
            attack.set_attacker(speller);
            explode_attack.GetComponent <attack> ().set_attacker(speller);

            life_time = 300;
            speller.set_scroll_hit();
        }
    }
 // Use this for initialization
 void Start()
 {
     attack_effect_anim  = this.gameObject.GetComponent <Animator>();
     hit_box_collision   = hit_box.GetComponent <attack>();
     show_effect         = this.gameObject.GetComponent <SpriteRenderer>();
     show_effect.enabled = false;
 }
示例#3
0
    public void takeDamage(attack attack)
    {
        float damage = attack.damage;

        switch (attack.element)
        {
        case "fire":
            damage = damage - ((damage * ((float)_resistance.againstFire / 100.0f)) - damage);
            break;

        case "air":
            damage = damage - ((damage * ((float)_resistance.againstAir / 100.0f)) - damage);
            break;

        case "earth":
            damage = damage - ((damage * ((float)_resistance.againstEarth / 100.0f)) - damage);
            break;

        case "water":
            damage = damage - ((damage * ((float)_resistance.againstWater / 100.0f)) - damage);
            break;
        }

        currentHealth -= damage;
    }
示例#4
0
 protected void detect(float move, float cRange, float aRange, attack atk)
 {
     //If current animation is not attacking
     if (currentBaseState.fullPathHash != attackState)
     {
         attacking = false;
         if (dNagi < cRange && health > 0)
         {
             //Set player to in combat
             StartCoroutine(SideChar.combat());
             if (dNagi > aRange)
             {
                 //This enables the walk animation
                 anim.SetFloat("Speed", 1);
                 //Set speed and walk towards palyer
                 float step = movespeed * Time.deltaTime;
                 transform.position = Vector3.MoveTowards(transform.position, target.transform.position, step);
             }
             else
             {
                 //Do attack animation, trigger axe collider etc.
                 atk();
             }
         }
         else if (dDetect >= cRange && health > 0)
         {
             attacking = false;
             StartCoroutine("Back");
         }
     }
 }
示例#5
0
    void Start()
    {
        rb = GetComponent <Rigidbody2D>();

        sprite          = transform.Find("sprite").gameObject;
        animator        = sprite.GetComponent <Animator>();
        anime_para_list = new List <int>();
        foreach (AnimatorControllerParameter parameter in animator.parameters)
        {
            anime_para_list.Add(parameter.nameHash);
        }

        foreach (Transform child in transform.Find("skills"))
        {
            GameObject child_obj = child.gameObject;
            skills.Add(child_obj);
            child.gameObject.SetActive(false);
            attack attack = child_obj.GetComponent <attack>();
            if (attack != null)
            {
                attack.set_attacker(this);
            }
        }
        ec = GameObject.Find("effect_controller").GetComponent <effect_controller>();
        ac = GameObject.Find("audio_controller").GetComponent <audio_controller>();
        sc = GameObject.Find("spell_controller").GetComponent <spell_controller>();
        bc = GameObject.Find("buff_controller").GetComponent <buff_controller>();

        Start2();
    }
示例#6
0
 // Start is called before the first frame update
 void Awake()
 {
     rbPlayer     = this.GetComponent <Rigidbody2D>();
     anim         = this.GetComponent <Animator>();
     attackScript = GetComponent <attack>();
     unitsScripts = GetComponent <units>();
     speed        = walkSpeed;
 }
示例#7
0
 void Start()
 {
     rb             = GetComponent <Rigidbody2D>();
     playerPos      = FindObjectOfType <attack>();
     animator       = GetComponent <Animator>();
     sprite         = GetComponent <SpriteRenderer>();
     enemyTransform = GetComponent <Transform>();
 }
 void Start()
 {
     _startCutScene = true;
     _saveloadButtons.SetActive(false);
     _mainCam      = _mainCamera.GetComponent <ThirdPersonCamera>();
     _playerCtrl   = _player.GetComponent <playerController>();
     _playerAttack = _player.GetComponent <attack>();
     //LoadPlayer();
 }
    void Start()
    {
        collision2d_state = GetComponent <collision_state>();
        attack_sc         = GetComponent <attack>();

        Walk = GetComponent <walk_jump>();

        anim = GetComponent <Animator>();
    }
示例#10
0
 private void Attack02()
 {
     if (Input.GetButtonDown("Fire2"))
     {
         currentAttackObject02 = GameObject.Instantiate(attacks[attack02]);
         currentAttack02       = currentAttackObject02.GetComponent <attack>();
         currentAttack02.setCaster(this.gameObject);
         currentAttack01.Attack();
     }
 }
示例#11
0
 //--------------------------------------Class Creation-----------------------------------------------
 public unitType(string namer, int minD, int maxD, int crit, int healthiness, int tank, string animations, attack attack1, attack attack2, attack attack3, attack attack4)
 {
     attacks    = new attack[10];
     name       = namer;
     healthMax  = healthiness;
     armor      = tank;
     minDamage  = minD;
     maxDamage  = maxD;
     attacks[0] = attack1;
     attacks[1] = attack2;
     attacks[2] = attack3;
     attacks[3] = attack4;
     animator   = animations;
 }
示例#12
0
    //public GameObject singleTargetProjectile;

    public void fire(List <invader> invader, attack attack, Transform origin, GameObject appearance)
    {
        if (invader.Count >= 1)
        {
            if (invader[0].gameObject.activeInHierarchy)
            {
                GameObject newProjectile = Instantiate(appearance, new Vector2(origin.position.x, origin.position.y), Quaternion.identity) as GameObject;

                projectiles projectile = newProjectile.GetComponent <projectiles>();
                projectile.target = invader[0].transform;
                projectile.attack = attack;
            }
        }
    }
示例#13
0
    public IEnumerator RangerSpearFlurry(GameObject prefab)
    {
        float rotation = 0;

        if (direction == Vector2.left)
        {
            rotation = 180;
        }
        if (direction == Vector2.up)
        {
            rotation = 90;
        }
        if (direction == Vector2.down)
        {
            rotation = 270;
        }

        FindObjectOfType <AudioManager>().PlaySound("Throw");
        GetComponent <Animator>().SetTrigger("Shoot");
        GameObject Spear1      = Instantiate(prefab, rb2D.position + direction * 3f, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile1 = Spear1.GetComponent <attack>();

        projectile1.damage = 20f;
        projectile1.life   = 5;
        projectile1.speed  = 1600;
        projectile1.Throw(direction);
        yield return(new WaitForSeconds(0.3f));

        FindObjectOfType <AudioManager>().PlaySound("Throw");
        GetComponent <Animator>().SetTrigger("Shoot");
        GameObject Spear2      = Instantiate(prefab, rb2D.position + direction * 3f, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile2 = Spear2.GetComponent <attack>();

        projectile2.damage = 20f;
        projectile2.life   = 5;
        projectile2.speed  = 1600;
        projectile2.Throw(direction);
        yield return(new WaitForSeconds(0.3f));

        FindObjectOfType <AudioManager>().PlaySound("Throw");
        GetComponent <Animator>().SetTrigger("Shoot");
        GameObject Spear3      = Instantiate(prefab, rb2D.position + direction * 3f, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile3 = Spear3.GetComponent <attack>();

        projectile3.damage = 20f;
        projectile3.life   = 5;
        projectile3.speed  = 1600;
        projectile3.Throw(direction);
    }
示例#14
0
    public attack(attack a)
    {
        moveList = new List<movement>();
        loops = a.loops;
        extraDamagePerChargeLevel = a.extraDamagePerChargeLevel;
        movementMult = a.movementMult;
        turnMult = a.turnMult;
        staminaDrain = a.staminaDrain;

        for (int i = 0; i < a.moveList.Count; i++)
        {
            movement m = new movement(a.moveList[i]);
            moveList.Add(m);
        }
    }
示例#15
0
 void OnEnable()
 {
     if (speller != null)
     {
         direction2 = direction2.normalized;
         rb         = GetComponent <Rigidbody2D> ();
         sr         = GetComponent <SpriteRenderer> ();
         speed      = 15f;
         Vector2 parent_position = speller.get_position2();
         transform.position = new Vector3(parent_position.x + (direction2.x > 0 ? 1 : -1) * 0.2f, parent_position.y - 0.1f + (-0.1f * Random.value), transform.position.z);
         attack attack = gameObject.GetComponent <attack> ();
         attack.set_attacker(speller);
         dead_time = 200;
     }
 }
示例#16
0
 private void InitializeEntries(UInt32 entryCount, BinaryReader binReader)
 {
     attacks = new attack[entryCount];
     for (Int32 i = 0; i < entryCount; i++)
     {
         attacks[i]                     = new attack();
         attacks[i].subaction           = util.ReadReverseUInt16(binReader);
         binReader.BaseStream.Position += 0x2;//padding
         attacks[i].start               = util.ReadReverseUInt16(binReader);
         attacks[i].end                 = util.ReadReverseUInt16(binReader);
         attacks[i].x1                  = util.ReadReverseFloat(binReader);
         attacks[i].x2                  = util.ReadReverseFloat(binReader);
         attacks[i].y1                  = util.ReadReverseFloat(binReader);
         attacks[i].y2                  = util.ReadReverseFloat(binReader);
     }
 }
示例#17
0
 void OnEnable()
 {
     if (speller != null)
     {
         Vector2 parent_position   = speller.get_position2();
         bool    speller_direction = speller.get_direction();
         transform.position   = new Vector3(parent_position.x + (speller_direction ? 1 : -1) * 0.35f, parent_position.y + (-0.1f - 0.05f * Random.value), -5);
         transform.localScale = new Vector2((speller_direction ? 1 : -1), 1);
         transform.parent     = speller.transform;
         attack attack = gameObject.GetComponent <attack> ();
         attack.set_attacker(speller);
         animator  = GetComponent <Animator> ();
         inited    = true;
         time_full = 300;
     }
 }
示例#18
0
    void loadClasses()
    {
        Classes      = new unitType[10];
        healths      = new int[10];
        armors       = new int[10];
        mins         = new int[10];
        maxs         = new int[10];
        speeds       = new int[10];
        crits        = new int[10];
        classNames   = new string[10];
        spriteSheets = new string[10];
        attackID     = new int[10];
        Debug.Log(Classlist.text);
        string[] data = Classlist.text.Split(new char[] { '\n' });
        for (int i = 1; i < data.Length - 1; i++)
        {
            string[] ClassRow = data[i].Split(new char[] { ',' });
            classNames[i] = ClassRow[1];
            int.TryParse(ClassRow[2], out maxs[i]);
            int.TryParse(ClassRow[3], out mins[i]);
            int.TryParse(ClassRow[4], out crits[i]);
            int.TryParse(ClassRow[5], out healths[i]);
            int.TryParse(ClassRow[6], out armors[i]);
            spriteSheets[i] = ClassRow[7];
            int.TryParse(ClassRow[8], out attackID[i]);
            attacks = new attack[4];
            string[] attackRow = AttackSheet.text.Split(new char[] { '\n' });
            for (int p = 0; p < 4; p++)
            {
                string[] attackData = attackRow[p + 2 + 5 * attackID[i]].Split(new char[] { ',' });

                validTargets = new int[4];
                string attackName = attackData[1];
                int.TryParse(attackData[2], out type);
                int.TryParse(attackData[3], out damageMod);
                int.TryParse(attackData[4], out accuracy);
                int.TryParse(attackData[5], out stun);
                for (int o = 0; o < 4; o++)
                {
                    int.TryParse(attackData[6 + o], out validTargets[o]);
                }
                attacks[p] = new attack(attackName, type, damageMod, accuracy, stun, validTargets[0], validTargets[1], validTargets[2], validTargets[3]);
            }
            Classes[i - 1] = new unitType(classNames[i], mins[i], maxs[i], crits[i], healths[i], armors[i], spriteSheets[i], attacks[0], attacks[1], attacks[2], attacks[3]);
        }
    }
示例#19
0
    void OnEnable()
    {
        if (speller != null)
        {
            animator           = GetComponent <Animator> ();
            transform.position = new Vector3(direction2.x, direction2.y, transform.position.z);

            foreach (Transform child in transform.Find("skills"))
            {
                GameObject child_obj = child.gameObject;
                child.gameObject.SetActive(false);
                skills.Add(child_obj);
                attack attack = child_obj.GetComponent <attack>();
                if (attack != null)
                {
                    attack.set_attacker(speller);
                }
            }
        }
    }
    public void fire(List <invader> invader, attack attack)
    {
        for (int index = 0; index < invader.Count; ++index)
        {
            if (invader[index].gameObject.activeInHierarchy)
            {
                invader[index].health.takeDamage(attack);
            }
            else
            {
                invader.RemoveAt(index);
                continue;
            }

            if (invader[index].health.isDead())
            {
                invader.RemoveAt(index);
            }
        }
    }
示例#21
0
文件: star.cs 项目: mengtest/project2
    void OnEnable()
    {
        if (speller != null)
        {
            time_max = 50;
            time_now = 0;
            is_front = true;
            is_dead  = false;
            animator = GetComponent <Animator> ();
            attack attack = gameObject.GetComponent <attack> ();
            attack.set_attacker(speller);
            intensity = 4;
            light     = transform.Find("light").gameObject.GetComponent <Light>();

            Vector2 position_center = speller.get_position2();
            transform.position = new Vector3(position_center.x, position_center.y - 0.08f, (is_front ? -0.01f : 0.01f));
            gameObject.GetComponent <TrailRenderer> ().enabled = true;
            DontDestroyOnLoad(gameObject);
        }
    }
示例#22
0
        public attack_data(uint cmn_subs, uint spc_subs, string attackDir)
        {
            common_subactions  = cmn_subs;
            special_subactions = spc_subs;
            CustomStringReader sReader = new CustomStringReader(File.ReadAllText(attackDir), "attack_data.txt");

            try
            {
                List <attack> atks = new List <attack>();
                while (true)
                {
                    attack atk          = new attack();
                    string subactionStr = sReader.ReadWord();
                    if (subactionStr == null)
                    {
                        break;
                    }
                    atk.subaction = ushort.Parse(subactionStr);
                    sReader.ReadUntilAnyOfChars("[", true);
                    atk.start = ushort.Parse(sReader.ReadWord());
                    sReader.ReadUntilAnyOfChars(",", true);
                    atk.end = ushort.Parse(sReader.ReadWord());
                    sReader.ReadUntilAnyOfChars("[", true);
                    atk.x1 = float.Parse(sReader.ReadWord());
                    sReader.ReadUntilAnyOfChars(",", true);
                    atk.x2 = float.Parse(sReader.ReadWord());
                    sReader.ReadUntilAnyOfChars(",", true);
                    atk.y1 = float.Parse(sReader.ReadWord());
                    sReader.ReadUntilAnyOfChars(",", true);
                    atk.y2 = float.Parse(sReader.ReadWord());
                    sReader.SkipToEndLine();
                    atks.Add(atk);
                }
                attacks = atks.ToArray();
                count   = (uint)attacks.Length;
            }
            catch (Exception e)
            {
                throw new Exception(sReader.ExceptionMsg(e.Message), e);
            }
        }
示例#23
0
    void OnEnable()
    {
        if (speller != null)
        {
            rb             = GetComponent <Rigidbody2D> ();
            explode_attack = transform.Find("attack").gameObject;
            explode_attack.SetActive(false);

            direction = speller.get_direction();
            speed     = 3f;

            Vector2 parent_position = speller.get_position2();

            transform.position   = new Vector3(parent_position.x + (direction ? 1 : -1) * 0.4f, parent_position.y - 0.05f, transform.position.z);
            transform.localScale = new Vector2((direction ? 1 : -1), 1);

            attack attack = gameObject.GetComponent <attack> ();
            attack.set_attacker(speller);
            explode_attack.GetComponent <attack> ().set_attacker(speller);

            life_time = 200;
        }
    }
示例#24
0
    void attackSelect(int choice)
    {
        if (choice == 0)
           {
               Attack = attack.THROW;
           }
           else if (choice == 1)
           {
               Attack = attack.POUND;

           }
           else if (choice == 2)
           {
               Attack = attack.SWING;
           }
           else if (choice == 3)
           {
               Attack = attack.JUMP;
           }
           else if (choice == 4)
           {
               Attack = attack.NOTHING;
           }
    }
示例#25
0
    public IEnumerator RangerHeavansFlurry(GameObject prefab)
    {
        float   rotation = 270;
        Vector2 off      = new Vector2(8, 6f);

        if (direction == Vector2.left)
        {
            off = new Vector2(-8, 6f);
        }
        Vector3 tempP = rb2D.position + off + direction * 3f;

        GameObject Arrow1      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile1 = Arrow1.GetComponent <attack>();

        projectile1.damage = 10f;
        projectile1.life   = 1000f;
        projectile1.speed  = 500;
        projectile1.Launch(Vector2.down);

        yield return(new WaitForSeconds(0.4f));

        GameObject Arrow2      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile2 = Arrow2.GetComponent <attack>();

        projectile2.damage = 10f;
        projectile2.life   = 1000f;
        projectile2.speed  = 500;
        projectile2.Launch(Vector2.down);

        yield return(new WaitForSeconds(0.4f));

        GameObject Arrow3      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile3 = Arrow3.GetComponent <attack>();

        projectile3.damage = 10.5f;
        projectile3.life   = 1000f;
        projectile3.speed  = 500;
        projectile3.Launch(Vector2.down);

        yield return(new WaitForSeconds(0.4f));

        GameObject Arrow4      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile4 = Arrow4.GetComponent <attack>();

        projectile4.damage = 10.5f;
        projectile4.life   = 1000f;
        projectile4.speed  = 500;
        projectile4.Launch(Vector2.down);

        yield return(new WaitForSeconds(0.4f));

        GameObject Arrow5      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile5 = Arrow5.GetComponent <attack>();

        projectile5.damage = 10.5f;
        projectile5.life   = 1000f;
        projectile5.speed  = 500;
        projectile5.Launch(Vector2.down);

        yield return(new WaitForSeconds(0.4f));

        GameObject Arrow6      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile6 = Arrow6.GetComponent <attack>();

        projectile6.damage = 10.5f;
        projectile6.life   = 1000f;
        projectile6.speed  = 500;
        projectile6.Launch(Vector2.down);

        yield return(new WaitForSeconds(0.4f));

        GameObject Arrow7      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile7 = Arrow7.GetComponent <attack>();

        projectile7.damage = 10.5f;
        projectile7.life   = 1000f;
        projectile7.speed  = 500;
        projectile7.Launch(Vector2.down);

        yield return(new WaitForSeconds(0.4f));

        GameObject Arrow8      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile8 = Arrow8.GetComponent <attack>();

        projectile8.damage = 10.5f;
        projectile8.life   = 1000f;
        projectile8.speed  = 500;
        projectile8.Launch(Vector2.down);

        yield return(new WaitForSeconds(0.4f));

        GameObject Arrow9      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile9 = Arrow9.GetComponent <attack>();

        projectile9.damage = 10.5f;
        projectile9.life   = 1000f;
        projectile9.speed  = 500;
        projectile9.Launch(Vector2.down);

        yield return(new WaitForSeconds(0.4f));

        GameObject Arrow10      = Instantiate(prefab, tempP, Quaternion.Euler(new Vector3(0, 0, rotation)));
        attack     projectile10 = Arrow10.GetComponent <attack>();

        projectile10.damage = 10.5f;
        projectile10.life   = 1000f;
        projectile10.speed  = 500;
        projectile10.Launch(Vector2.down);
    }
    // Update is called once per frame
    void Update()
    {
        hit_attack = GetComponentInChildren <attack>();
        Movement();
        float x_input_temp = Mathf.Abs(x_input);
        float y_input_temp = Mathf.Abs(y_input);

        if (x_input_temp >= y_input_temp)
        {
            move_anim = Mathf.Abs(x_input_temp);
        }
        else if (y_input_temp > x_input_temp)
        {
            move_anim = Mathf.Abs(y_input_temp);
        }

        n_animator.SetFloat("Speed", move_anim);


        if (Input.GetKeyDown("q") && !isJumping)
        {
            attacking_combo();
        }
        else if (Input.GetKeyDown("q") && isJumping)
        {
            n_animator.SetInteger("Jump", 3);
            Debug.Log("jump_kick");
        }
        hit_combo_count();

        if (punch > 0 && n_animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.4f && hit_attack.enemy_hit)
        {
            //shake = true;
            if (shake == 0)
            {
                shake = 1;
            }
        }
        else if (hit_attack.enemy_hit && isJumping)
        {
            if (shake == 0)
            {
                shake     = 1;
                jump_stop = transform.position;
            }
        }

        if (shake == 1)
        {
            if (isJumpkick == false)
            {
                body_shake();
            }
        }


        if (shake >= 1)
        {
            combo_time += Time.deltaTime;
            if (combo_time > 0.18f)
            {
                combo_time = 0.0f;
                shake      = 0;
            }
        }
    }
 void Start()
 {
     rb        = GetComponent <Rigidbody2D>();
     playerPos = FindObjectOfType <attack>();
     attacj    = FindObjectOfType <attack>();
 }
    // Update is called once per frame
    void Update()
    {
        hit_attack = GetComponentInChildren <attack>();

        float x_input_temp = Mathf.Abs(x_input);
        float y_input_temp = Mathf.Abs(y_input);

        if (x_input_temp >= y_input_temp)
        {
            move_anim = Mathf.Abs(x_input_temp);
        }
        else if (y_input_temp > x_input_temp)
        {
            move_anim = Mathf.Abs(y_input_temp);
        }

        n_animator.SetFloat("Speed", move_anim);
        if (hit_combo == 0)
        {
            Movement_controller();
        }

        if (Input.GetKeyDown("q") && !isJumping)
        {
            attacking_combo();
        }
        else if (Input.GetKey(KeyCode.Space) && !isJumping && punch == 0 && !after_jump)
        {
            axisY     = transform.position.y;
            isJumping = true;
            rigidbody_j.gravityScale = 2.0f;
            rigidbody_j.WakeUp();
            rigidbody_j.AddForce(new Vector2(100.0f * x_input, jumpforce));
            n_animator.SetInteger("Jump", 1);
            Debug.Log("jump 1!!");
        }
        else if (Input.GetKeyDown("q") && isJumping)
        {
            n_animator.SetInteger("Jump", 3);
            Debug.Log("jump_kick");
        }

        hit_combo_count();
        if (n_animator.GetCurrentAnimatorStateInfo(0).IsName("idle"))
        {
            hit_combo = 0;
        }

        if (punch > 0 && n_animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.4f && hit_attack.enemy_hit)
        {
            //shake = true;
            if (shake == 0)
            {
                shake = 1;
            }
        }
        else if (hit_attack.enemy_hit && isJumping)
        {
            if (shake == 0)
            {
                shake     = 1;
                jump_stop = transform.position;
            }
        }

        if (shake == 1)
        {
            if (isJumpkick == false)
            {
                if (!n_animator.GetCurrentAnimatorStateInfo(0).IsName("idle"))
                {
                    body_shake();
                }
            }
            //when you press combo and press space at the same time, there is a bug
        }


        if (shake >= 1)
        {
            combo_time += Time.deltaTime;
            if (combo_time > 0.18f)
            {
                combo_time       = 0.0f;
                shake            = 0;
                shake_time       = 0;
                n_animator.speed = 1.0f;
                shaking          = false;
                isJumpkick       = false;
            }
        }
        if (after_jump == true)
        {
            jump_delay += Time.deltaTime;
            if (jump_delay > 0.2f)
            {
                after_jump = false;
                jump_delay = 0.0f;
            }
        }
    }
示例#29
0
    void OnTriggerEnter2D(Collider2D collider)
    {
        attack    attack   = collider.gameObject.GetComponent <attack> ();
        charactor attacker = attack.get_attacker();

        if (attacker == bearer)
        {
            return;
        }
        if (!attack.is_valid())
        {
            return;
        }
        if (!bearer.get_is_attackable())
        {
            return;
        }
        //flag only one hit attack
        attack.attacked();


        float position_x = bearer.transform.position.x - attacker.transform.position.x;

        bearer.set_direction(position_x < 0);

        Vector2 derection = transform.position - attacker.transform.position;

        rb.velocity = new Vector2((attack.beatback_damage * (derection.x > 0 ? 1 : -1)), rb.velocity.y);
        //floating
        if (attack.is_ground_floating || bearer.get_in_air())
        {
            rb.velocity = new Vector2(rb.velocity.x, attack.floating_damage);
        }

        attacker.add_speed(attack.self_beatback_damage * (position_x < 0 ? 1 : -1), attack.self_floating_damage);

        bearer.set_hp(bearer.hp_now - attack.damage);
        bc.create_buff(1, attacker, bearer, attack.stun, attack.frame_extract);

        //face to attacker
        bearer.set_last_attacked(attacker);
        attacker.set_last_attack(bearer);

        attacker.hit_message(attack);
        bearer.hitted_message(attack);
        //frame_extract
        bc.create_buff(3, bearer, bearer, Mathf.Max(attack.frame_extract, 1), 0);
        if (attack.is_melee)
        {
            bc.create_buff(3, attacker, attacker, attack.frame_extract, 0);
        }

        //effect
        ec.create_effect(1, false, parent, new Vector2(0, 0), bearer, attack.frame_extract);
        if (attack.damage > 8)
        {
            ec.create_effect(2, (Random.value > 0.5f), parent, new Vector2(0, 0), bearer, 0);
        }
        else
        {
            ec.create_effect(14, (Random.value > 0.5f), parent, new Vector2(0, 0), bearer, 0);
        }

        //ec.create_effect (5, bearer.get_direction(), parent, new Vector2(0,0), bearer, 0);


        if (attack.attack_kind == 0)
        {
            ec.create_effect(10, !bearer.get_direction(), parent, new Vector2((bearer.get_direction() ? -1 : 1) * (Random.value * 0.1f - 0.05f + 0.1f), Random.value * 0.1f - 0.12f), bearer, 0, attack.attack_direction);
        }
        if (attacker.is_player)
        {
            if (attack.frame_extract > 5)
            {
                if (Mathf.Abs(attack.attack_direction.x) >= Mathf.Abs(attack.attack_direction.y))
                {
                    player.set_camera_shaking_code(attack.frame_extract * 10 + 1);
                }
                else
                {
                    if (attack.attack_direction.y > 0)
                    {
                        player.set_camera_shaking_code(attack.frame_extract * 10 + 2);
                    }
                    else
                    {
                        player.set_camera_shaking_code(attack.frame_extract * 10 + 3);
                    }
                }
            }
        }

        //stun
        bc.create_buff(100, bearer, bearer, 10, 0);

        //audio
        ac.create_audio((Random.value > 0.5f ? 1 : 2), attack.frame_extract);
    }
示例#30
0
 public void hitted_message(attack attack)
 {
     hitted_message2(attack);
     is_hitted = true;
     is_stun   = true;
 }
示例#31
0
 public void hit_message(attack attack)
 {
     hit_message2(attack);
 }
示例#32
0
文件: cardmake.cs 项目: hoki444/AOH
 // Use this for initialization
 void Start()
 {
     _camera = Camera.main;
     screenWidth = _camera.pixelWidth;
     screenHeight = _camera.pixelHeight;
     for (int i=0; i<4; i++) {
         mattack[i]=new attack();
         mskill[i]=new skill();
     }
     mattack [0].changeOnOff ();
     mattack [0].setAttackrange (0, 1);
     mattack [0].setAttackvalue (100);
 }
示例#33
0
 public virtual void hitted_message2(attack attack)
 {
 }
示例#34
0
    public void DoLightChargingEffect(attack a)
    {
        if (chargeLight == null)
            return;

        if (a.chargeLevel == 0)
        {
            chargeLight.range = 0;

            //emit.Stop();

            return;
        }

        float cfrac = a.chargeLevel / 4f;

        float range = a.chargeLevel * 4f + 2;
        float intensity = cfrac * 1f + 0.5f;

        chargeLight.range = range;
        chargeLight.color = GetChargeCol(a.chargeLevel);
        chargeLight.intensity = intensity * 2;

        /*if (!emit.isPlaying)
            emit.Emit(1);

        emit.startColor = GetChargeCol(a.chargeLevel);

        ParticleSystem.Particle[] parts = new ParticleSystem.Particle[emit.particleCount];
        emit.GetParticles(parts);

        for(int i=0; i<parts.Length; i++)
        {
            Vector4 col = GetChargeCol(a.chargeLevel);

            parts[i].startColor = new Color(col.x, col.y, col.z);
        }

        emit.SetParticles(parts, parts.Length);*/

        billboard.SetActive(true);

        billboard.GetComponent<Renderer>().material.color = GetChargeCol(a.chargeLevel);

        //UpdateBillboard();
    }
示例#35
0
    // Update is called once per frame
    void Update()
    {
        billboard.SetActive(false);

        bool lclick = Input.GetMouseButtonDown(0);
        bool lheld = Input.GetMouseButton(0);

        if (attackList.Count == 0 && lclick)
        {
            if(staminaManager.canDoStaminaAction())
            {
                attack atk = new attack(MH1);

                attackList.Add(atk);

                damage.ResetHit();

                staminaManager.depleteBulk(atk.staminaDrain);
            }
        }

        if(attackList.Count == 0)
        {
            chargeLight.range = 0;

            //emit.Stop();
        }

        for(int i=0; i<attackList.Count; i++)
        {
            Quaternion Q = attackList[i].tick(Time.deltaTime, lheld, chargeup.moveList[0]);

            swordTransform.localRotation = Q;

            DoLightChargingEffect(attackList[i]);

            if(attackList[i].isFinished())
            {
                attackList.RemoveAt(i);
                i--;
            }

            staminaManager.pause();
        }

        activateColliderIfDamaging();

        UpdateBillboard();
    }