RiftMayhem/Assets/Scripts/CharacterAnimatorParent.cs
Pedro Gomes 2773ef7d6e Player Death Update
- Players can now die (finally)
- Solo players have a single cheat death per scene (reviving automatically after the first death)
- group players have revive mechanic, where a player faints when his health gets to 0, creating a revive circle around him, other players can stand on it to revive him. if after x seconds they don't get revived they bleed out and stay perma death until scene changes or all players die
- Multiple VFX added using post processing for cheat death, fainting, reviving, and perma death events.
- stopped players from moving and pressing keys when dead
- enemies now change target if they try to attack a dead/fainted target.
2024-07-20 19:49:14 +01:00

52 lines
1.3 KiB
C#

using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterAnimatorParent : MonoBehaviour
{
PhotonView photonView;
CharacterAnimatorController animatorController;
public CastingStateController castingStateController;
private void Awake()
{
photonView = GetComponent<PhotonView>();
animatorController = GetComponentInChildren<CharacterAnimatorController>();
castingStateController = GetComponentInChildren<CastingStateController>();
}
public void SetRemoteDead()
{
photonView.RPC(nameof(RPC_SetDeadTrigger), RpcTarget.Others);
}
[PunRPC]
private void RPC_SetDeadTrigger()
{
animatorController.SetDeadTrigger();
}
public void SetRemoteRevived()
{
photonView.RPC(nameof(RPC_SetRevivedTrigger), RpcTarget.Others);
}
[PunRPC]
private void RPC_SetRevivedTrigger()
{
animatorController.SetRevivedTrigger();
}
public void SetRemoteTriggerBasedOnAbility(int animationType)
{
photonView.RPC(nameof(RPC_SetTriggerBasedOnAbility), RpcTarget.Others, animationType);
}
[PunRPC]
private void RPC_SetTriggerBasedOnAbility(int animationType)
{
animatorController.SetTriggerBasedOnAbility((AbilityAnimationType)animationType);
}
}