private void MakeAttack(Transform tf, float h, float r, float d, bool muti = false) { RaycastHit[] hits = Physics.BoxCastAll( tf.position + Vector3.up * h * 0.5f, new Vector3(r, h, r), -tf.forward, Quaternion.identity, WeaponInfo.AttackRange ); List <CharacterBehaviour> chList = new List <CharacterBehaviour>(); for (int i = 0; i < hits.Length; i++) { EnemyBehaviour en = hits[i].transform.GetComponent <EnemyBehaviour>(); if (en && !chList.Contains(en) && (chList.Count == 0 || muti)) { en.Hurt(d, tf); chList.Add(en); } Rigidbody rig = hits[i].transform.GetComponent <Rigidbody>(); if (rig) { rig.AddExplosionForce(250f, tf.position, 2.5f); } } chList = null; DemoStage.PlaySound((int)Random.Range(8f, 10.99f), 0.25f); }
void Awake () { Main = this; SpawnRange = new Vector2(MainGround.localScale.x * 0.45f, MainGround.localScale.z * 0.45f); LightColor = MainLight.color; Audio = GetComponent<AudioSource>(); GameOverUI.gameObject.SetActive(true); }
public void BossHurt(float damage, Transform tf) { transform.localScale = Vector3.one * 2f; Vector3 pos = (transform.position - tf.position).normalized * 0.2f; transform.Translate(pos.x + Random.Range(-0.1f, 0.1f), 0f, pos.z + Random.Range(-0.1f, 0.1f)); if (DemoStage.Main.bossDamageImmune) { damage = 0; // DemoStage.Main.life--; } HP -= damage; if (HP <= 0) { Die(tf); } // -xx GameObject o = new GameObject("-x"); o.transform.position = transform.position + Vector3.up * Mathf.Lerp(4f, 2f, HP / MaxHP); o.transform.rotation = Camera.main.transform.rotation; TextMesh tm = o.AddComponent <TextMesh>(); tm.text = damage.ToString("00"); tm.characterSize = 0.3f; tm.color = new Color(0.9f, 0.3f, 0.3f, 1f); Destroy(o, 1f); if (!DemoStage.Main.bossDamageImmune) { int len = Random.Range(6, 14); for (int i = 0; i < len; i++) { Blood(tf, BloodCube); if (i < len * 0.3f) { Blood(tf, RedBloodCube); } } } LastHurtTime = Time.time; //SFX if (DemoStage.Main.bossDamageImmune) { DemoStage.PlaySound(8); } else { DemoStage.PlaySound((int)Random.Range(2f, 6.99f)); } }
public void Die(Transform tf) { if (!Alive) { return; } Alive = false; Destroy(gameObject); if (DemoStage.Playing) { GameObject o = Instantiate <GameObject>(RagDoll.gameObject); o.transform.position = transform.position; o.transform.rotation = transform.rotation; o.transform.Rotate(new Vector3(Random.Range(-20f, 20f), Random.Range(0f, 40f), Random.Range(-20f, 20f))); Rigidbody rig = o.GetComponent <Rigidbody>(); if (rig) { rig.AddExplosionForce(10000f, tf.position, 100f); } Collider[] cs = o.GetComponentsInChildren <Collider>(true); for (int i = 0; i < cs.Length; i++) { Destroy(cs[i], 5f); } Destroy(o, 10f); int len = Random.Range(28, 40); for (int i = 0; i < len; i++) { Blood(tf, BloodCube); if (i < len * 0.6f) { Blood(tf, RedBloodCube); } } DemoStage.CurrentEnemyNum--; DemoStage.Main.FreshBar(); DemoStage.AddKillNum(); CameraBehaviour.CameraShake(); DemoStage.PlaySound(1); DemoStage.Main.Invoke("PlayDieoutSound", 0.6f); } }
public void Die(Transform tf) { if (!Alive) { return; } Alive = false; Destroy(gameObject); if (DemoStage.Playing) { GameObject o = Instantiate <GameObject>(RagDoll.gameObject); o.transform.position = transform.position; o.transform.rotation = transform.rotation; o.transform.Rotate(new Vector3(Random.Range(-20f, 20f), Random.Range(0f, 40f), Random.Range(-20f, 20f))); Rigidbody rig = o.GetComponent <Rigidbody>(); if (rig) { rig.AddExplosionForce(10000f, tf.position, 100f); } Collider[] cs = o.GetComponentsInChildren <Collider>(true); for (int i = 0; i < cs.Length; i++) { Destroy(cs[i], 5f); } Destroy(o, 10f); int len = Random.Range(28, 40); for (int i = 0; i < len; i++) { Blood(tf, BloodCube); if (i < len * 0.6f) { Blood(tf, RedBloodCube); } } if (DemoStage.Main.bossPlaying && !isBoss) { if (DemoStage.Main.IsCorrect(sign)) { DemoStage.Main.bossDamageImmune = false; } } // DemoStage.Main.FreshBar2(); CameraBehaviour.CameraShake(); DemoStage.PlaySound(1); DemoStage.Main.Invoke("PlayDieoutSound", 0.6f); if (isBoss) { DemoStage.numOfBoss--; } else { if (DemoStage.Main.IsCorrect(sign)) { DemoStage.Main.NextStage(); } else { DemoStage.Main.UpdateMsg("Wrong! \n You're Damaged!!"); DemoStage.Main.Damage(); } } Destroy(EnemySign.gameObject); } }