Beispiel #1
0
        void DamagePlayer(int SentDamage)
        {
            if (StartingTarget.GetComponent <EmeraldAIPlayerDamage>() != null)
            {
                StartingTarget.GetComponent <EmeraldAIPlayerDamage>().SendPlayerDamage(SentDamage, EmeraldSystem.transform, EmeraldSystem, CriticalHit);
                EmeraldSystem.OnDoDamageEvent.Invoke();
            }
            else
            {
                StartingTarget.gameObject.AddComponent <EmeraldAIPlayerDamage>();
                StartingTarget.GetComponent <EmeraldAIPlayerDamage>().SendPlayerDamage(SentDamage, EmeraldSystem.transform, EmeraldSystem, CriticalHit);
                EmeraldSystem.OnDoDamageEvent.Invoke();
            }

            m_EmeraldAIPlayerDamage = StartingTarget.GetComponent <EmeraldAIPlayerDamage>();
        }
Beispiel #2
0
 //Initialize our damage over time spell
 public void Initialize(string AbilityName, int DamageAmount, float DamageIncrement, float AbilityLength, GameObject DamageOverTimeEffect, float DamageOvertimeTimeout, AudioClip DamageOverTimeSound, EmeraldAINonAIDamage NonAIDamageComponent,
                        EmeraldAIPlayerDamage PlayerDamageComponent, EmeraldAISystem TargetEmeraldComponent, EmeraldAISystem AttackerEmeraldComponent, Transform TargetTransform, EmeraldAISystem.TargetType TargetType)
 {
     m_DamageOverTimeEffect     = DamageOverTimeEffect;
     m_DamageOverTimeTimeout    = DamageOvertimeTimeout;
     m_DamageOverTimeSound      = DamageOverTimeSound;
     m_AbilityName              = AbilityName;
     m_DamageAmount             = DamageAmount;
     m_DamageIncrement          = DamageIncrement;
     m_AbilityLength            = AbilityLength;
     m_TargetEmeraldComponent   = TargetEmeraldComponent;
     m_AttackerEmeraldComponent = AttackerEmeraldComponent;
     m_TargetType            = TargetType;
     m_TargetTransform       = TargetTransform;
     m_EmeraldAIPlayerDamage = PlayerDamageComponent;
     m_NonAIDamageComponent  = NonAIDamageComponent;
 }