Don't screen shake when throwing minion
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@ -78,12 +78,12 @@ public class AIEntity : Entity {
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return enemies.HasFlag(other.entityType) && other.IsAlive();
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}
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override public bool TakeDamage(float amount, Entity other, bool sound=true) {
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override public bool TakeDamage(float amount, Entity other, bool sound = true, bool intentional = false) {
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//TODO Should we warn if target is null here?
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if (target != null && target.GetComponent<VampireEntity>() is { })
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target = other.transform;
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return base.TakeDamage(amount, other, sound);
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return base.TakeDamage(amount, other, sound, intentional);
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}
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#region Flip
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@ -93,7 +93,7 @@ public class Entity : MonoBehaviour {
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}
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//Apply damage to the entity, returns true if it is still alive
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public virtual bool TakeDamage(float amount, Entity other, bool sound = true) {
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public virtual bool TakeDamage(float amount, Entity other, bool sound = true, bool intentional = false) {
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Health -= amount;
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healthBar.SetHealthFraction(Health / initialHealth);
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@ -81,7 +81,7 @@ public class MinionThrower : MonoBehaviour {
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if (minionHealthCost >= vampireEntity.Health) {
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return;
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}
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vampireEntity.TakeDamage(minionHealthCost, vampireEntity);
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vampireEntity.TakeDamage(minionHealthCost, vampireEntity, intentional: true);
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currentCooldownTimer = playerStats.currentInitialCooldown;
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@ -196,7 +196,7 @@ public class PlayerMovement : MonoBehaviour {
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// playerMovement.animator.SetBool("Jumping", true);
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playerMovement.animator.Play("Player_Jump");
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playerMovement.soundManager.PlaySound(playerMovement.jumpSource, playerMovement.jumpSounds, randomPitch: true, createTempSourceIfBusy: true);
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playerMovement.screenShaker.Shake();
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playerMovement.screenShaker.Shake(rumbleLowFreq:0f, rumbleHighFreq:0f);
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}
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public override void LeaveState() {
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// playerMovement.animator.SetBool("Jumping", false);
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@ -30,12 +30,12 @@ public class VampireEntity : Entity {
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TakeDamage(playerStats.bloodLossRate * Time.deltaTime, this, sound: false);
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}
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public override bool TakeDamage(float amount, Entity other, bool sound = true) {
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if (sound) {
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public override bool TakeDamage(float amount, Entity other, bool sound = true, bool intentional = false) {
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if (sound && !intentional) {
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screenShaker.Shake();
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}
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return base.TakeDamage(amount, other, sound);
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return base.TakeDamage(amount, other, sound, intentional);
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}
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public bool IsInSafeZone() => playerMovement.IsInSafeZone;
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