Merge pull request #11 from ProtoSharkk/dash
Dashing into enemies creates a shockwave that pushes them away
This commit is contained in:
@@ -94,9 +94,21 @@ public class Teo : MonoBehaviour
|
|||||||
).normalized * dashDistance);
|
).normalized * dashDistance);
|
||||||
// Wait 0.2 seconds before ending the dash
|
// Wait 0.2 seconds before ending the dash
|
||||||
yield return new WaitForSeconds(0.2F);
|
yield return new WaitForSeconds(0.2F);
|
||||||
// Re enable collision and linearDamping after dash complete
|
// Re enable collision and linearDamping after dash
|
||||||
dashing = false;
|
dashing = false;
|
||||||
collider.enabled = true;
|
|
||||||
controller.linearDamping = 15;
|
controller.linearDamping = 15;
|
||||||
|
// Push enemies away at end of dash
|
||||||
|
foreach (Collider2D hit in Physics2D.OverlapCircleAll(
|
||||||
|
transform.position, 3
|
||||||
|
)) {
|
||||||
|
if (hit.tag != "Ratbot") continue;
|
||||||
|
hit.GetComponent<Rigidbody2D>().AddRelativeForce(
|
||||||
|
(hit.transform.position - transform.position)
|
||||||
|
.normalized * dashDistance
|
||||||
|
);
|
||||||
|
}
|
||||||
|
// Don't take damage at end of dash
|
||||||
|
yield return new WaitForSeconds(0.2F);
|
||||||
|
collider.enabled = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user