public override bool HandleCollision(ProjectileHead p, RaycastHit2D hit)
        {
            // If you want different variations of portals (not both on the y axis) you'll need to change this!
            Vector3 newPos = new Vector3(secondPortal.transform.position.x + secondPortal.portalOffset.x, p.transform.position.y, 0);

            p.HandlePortal(newPos);
            return(false);
        }
示例#2
0
        public override bool HandleCollision(ProjectileHead p, RaycastHit2D hit)
        {
            if (sfx.Length > 0)
            {
                audio.clip = sfx[Random.Range(0, sfx.Length)];
                audio.Play();
            }

            p.HandleAbsorption();

            return(false);
        }
示例#3
0
        public override bool HandleCollision(ProjectileHead p, RaycastHit2D hit)
        {
            if (sfx.Length > 0)
            {
                audio.clip = sfx[Random.Range(0, sfx.Length)];
                audio.Play();
            }

            p.HandleDeflection(hit.normal);

            return(true);
        }
示例#4
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        public override bool HandleCollision(ProjectileHead p, RaycastHit2D hit)
        {
            if (sfx.Length > 0)
            {
                audio.clip = sfx[Random.Range(0, sfx.Length)];
                audio.Play();
            }

            if (Time.time - lastMeleeStart <= meleeDuration)
            {
                // Parry! damage player as well
                p.HandleMelee(hit.normal, prefab);
            }
            else
            {
                // Normal deflect
                p.HandleDeflection(hit.normal);
            }

            return(true);
        }
示例#5
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 public abstract bool HandleCollision(ProjectileHead p, RaycastHit2D hit);