Beispiel #1
0
    private void OnComponentCollisionEnter(DamageSystemComponent opposite, Collision collision)
    {
        if (damageSystem.IsSelfCollision(collision.gameObject))
        {
            return;
        }
        if (collision.gameObject.CompareTag("Weapon") && gameObject.CompareTag("Player"))
        {
            return;
        }
        if (gameObject.CompareTag("Weapon") && collision.gameObject.CompareTag("Player"))
        {
            return;
        }
        if (collision.gameObject.layer == LayerMask.NameToLayer("Hand"))
        {
            return;
        }
        if (collision.gameObject.layer == LayerMask.NameToLayer("Inventory"))
        {
            return;
        }

        if (opposite.isTicker)
        {
            damageSystem.OnDamageTaken(opposite.Damage, collision.gameObject, transform);
            if (gameObject.CompareTag("Body") && !collision.gameObject.CompareTag("Body"))
            {
                bloodParticleSystem.Create(collision, transform);
            }
            return;
        }

        var speed = collision.impulse.magnitude / rigidbody.mass;

        if (speed < 0.05f)
        {
            return;
        }
        if (opposite.Damage == 0f)
        {
            return;
        }
        if (gameObject.CompareTag("Body"))
        {
            if (!collision.gameObject.CompareTag("Body"))
            {
                bloodParticleSystem.Create(collision, transform);
                damageSystem.OnDamageTaken(opposite.Damage, collision.gameObject, transform);
            }
        }
        else if (gameObject.CompareTag("Player"))
        {
            var damageMultiplier = opposite.minDamageMultiplier +
                                   opposite.maxDamageMultiplier * (rigidbody.velocity.magnitude - 2f) / 5f;
            damageSystem.OnDamageTaken(opposite.Damage * damageMultiplier, collision.gameObject, transform);
        }
        else
        {
            if (rigidbody.velocity.magnitude < 2f)
            {
                return;
            }
            var damageMultiplier = opposite.minDamageMultiplier +
                                   opposite.maxDamageMultiplier * (rigidbody.velocity.magnitude - 2f) / 5f;
            damageSystem.OnDamageTaken(opposite.Damage * damageMultiplier, collision.gameObject, transform);
        }
    }