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FightModule.cs
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102 lines (81 loc) · 1.73 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class FightModule : MonoBehaviour {
[Header("\t\t Hit Parameters")]
public float LightForce;
public float HeavyForce;
[Header("\t\t Hitboxes")]
public Boxes [] hitboxes;
[Header("\t\t Shoot Parameters")]
public ShootParticles RayShooter;
Animator anim;
Rigidbody rb;
Dictionary <string, HitImpact> HitDict;
Dictionary <string, HitImpact> ImpactDict;
// Use this for initialization
void Start () {
Initialization();
}
// Update is called once per frame
void Update () {
}
public void Hit(bool hit, bool heavy_hit)
{
if(hit)
{
anim.SetBool("Hit", true);
}
else if(heavy_hit)
{
anim.SetBool("HitHeavy", true);
}
}
public void Impacted(float force)
{
anim.SetTrigger("Impact");
rb.AddForce(-transform.forward*force);
}
public void Shoot()
{
anim.SetTrigger("Shoot");
}
public void ShootAction()
{
RayShooter.Shoot(transform);
}
void FillDicts()
{
HitDict = new Dictionary<string, HitImpact>();
ImpactDict = new Dictionary<string, HitImpact>();
foreach(Boxes hit in hitboxes)
{
if(hit.box.TypeImpact)
{
ImpactDict.Add(hit.name, hit.box);
}
else
{
HitDict.Add(hit.name, hit.box);
hit.box.SetForces(LightForce, HeavyForce);
}
}
}
public void Switch(string entry, bool state)
{
HitDict[entry].Switch(state);
}
void Initialization()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody>();
FillDicts();
}
}
[System.Serializable]
public struct Boxes
{
public string name;
public HitImpact box;
}