// Use this for initialization void Start() { Targeting = GetComponent <ig_Targeting>(); foreach (ig_DashNode node in Targeting.targetingNodes) { node.transform.localPosition *= dashRadius; } Health = GetComponent <ig_Health>(); Health.onDeath += Die; Health.onHit += TakeHit; }
public void CheckAttack() { RaycastHit hit; if (Physics.Raycast(parent.transform.position, parent.transform.forward, out hit, knife.bladeLength)) { ig_Health target = hit.collider.gameObject.GetComponent <ig_Health>(); Hit knifeHit = new Hit(gameObject, target.gameObject, knife.damage); if (target != null) { target.TakeHit(knifeHit); } } }
// Use this for initialization void Start() { canPlay = true; //Setup Dash Dash = GetComponent <ig_Dash>(); Dash.DashInit(gameObject); Dash.stopDash += StopDash; //Setup Focus Focus = GetComponent <ig_Focus>(); Focus.FocusInit(gameObject); Focus.stopFocus += StopFocus; Focus.startFocus += StartFocus; //Setup Health Health = GetComponent <ig_Health>(); Health.onDeath += Die; Health.onHit += TakeHit; //Setup Knife KnifeAttack = GetComponent <ig_KnifeAttack>(); KnifeAttack.AttackInit(gameObject); if (currentKnife != null) { KnifeAttack.knife = currentKnife; } //Setup Animation anim = GetComponent <Animator>(); anim.SetInteger("knifeType", currentKnife.knifeType); anim.SetFloat("attackSpeedMultiplier", currentKnife.speed); anim.SetBool("attacking", KnifeAttack.attacking); currentTarget = null; cc = GetComponent <CharacterController>(); player = ReInput.players.GetPlayer(0); leftStickDirection = new Vector3(0f, 0f, 0f); rightStickDirection = new Vector3(0f, 0f, 0f); }