Inheritance: DamageTokenBasis
 public void Detonate()
 {
     Active = false;
     World.AddEffect(new ExplosionSource(World, Position, 6));
     foreach (var offset in Main.GetWithin(grenadeType.explosionRadius))
     {
         var pos          = Position + offset;
         var displacement = pos - Position;
         var dist2        = displacement.Magnitude2;
         var radius2      = grenadeType.explosionRadius * grenadeType.explosionRadius;
         if (dist2 > radius2)
         {
             continue;
         }
         foreach (var hit in World.entities[pos])
         {
             if (hit is ICharacter d && hit != this)
             {
                 var             multiplier = (radius2 - displacement.Magnitude2) / radius2;
                 ExplosionDamage damage     = new ExplosionDamage()
                 {
                     damage    = (int)(grenadeType.explosionDamage * multiplier),
                     knockback = displacement.Normal * grenadeType.explosionForce * multiplier
                 };
                 Source.Witness(new InfoEvent(Name + new ColoredString(" explosion damages ", Color.White, Color.Black) + d.Name));
                 d.OnDamaged(damage);
             }
         }
     }
 }
Beispiel #2
0
 public void Detonate()
 {
     item.Destroy();
     item.World.AddEffect(new ExplosionSource(item.World, item.Position, 6));
     foreach (var offset in Main.GetWithin(type.explosionRadius))
     {
         var pos          = item.Position + offset;
         var displacement = pos - item.Position;
         var dist2        = displacement.Magnitude2;
         var radius2      = type.explosionRadius * type.explosionRadius;
         if (dist2 > radius2)
         {
             continue;
         }
         foreach (var hit in item.World.entities[pos])
         {
             if (hit is ICharacter d && hit != item)
             {
                 var             multiplier = (radius2 - displacement.Magnitude2) / radius2;
                 ExplosionDamage damage     = new ExplosionDamage()
                 {
                     damage    = (int)(type.explosionDamage * multiplier),
                     knockback = displacement.Normal * type.explosionForce * multiplier
                 };
                 d.OnDamaged(damage);
             }
         }
     }
 }
    public void applyExplosion(ExplosionDamage explosionDamage, Vector3 offset)
    {
        addToDamageStack(explosionDamage);

        float proximity = offset.magnitude;

        Vector3 force = offset.normalized * (explosionDamage.getRawDamage() / (proximity * explosionResistance));

        body.AddForce(force, ForceMode.Impulse);
    }
 public override float calcExplosionDamage(ExplosionDamage token)
 {
     base.calcExplosionDamage(token);
     float damage = token.Damage;
     switch (token.Level)
     {
         case FieldActionController.ExplisionLevel.ONE:
             break;
         case FieldActionController.ExplisionLevel.TWO:
             damage = Parameter.CurrentHP * 0.5f;
             break;
         case FieldActionController.ExplisionLevel.THREE:
             return ExplosionDamage.INSTANTDEATH;
     }
     damage = (damage * ParameterOffset.ResistExplosion);
     damage = Mathf.Max(1, damage);
     return damage;
 }
Beispiel #5
0
    protected void Explode(Collider coll)
    {


        if (coll.CompareTag("Enemy"))
        {

            EnemyController enemy = coll.GetComponent<EnemyController>();

            Vector3 offset = enemy.transform.position - transform.position;

            float proximity = offset.magnitude;

            float damageMultiplier = 2 - (proximity / explosionRadius);

            ExplosionDamage explosiveDamage = new ExplosionDamage(damageMultiplier * damage.getRawDamage(), duration, DamageTypes.Fire);

            enemy.applyExplosion(explosiveDamage, offset);
            enemy.applyStatus(status);
        }

    }
    private void Awake()
    {
        transform = GetComponent <Transform>();
        missile   = GetComponent <AAMissile>();

        explosionDamage = GetComponent <ExplosionDamage>();

        if (fireClip != null)
        {
            fireSource                       = gameObject.AddComponent <AudioSource>();
            fireSource.clip                  = fireClip;
            fireSource.minDistance           = fireMinDistance;
            fireSource.maxDistance           = fireMaxDistance;
            fireSource.loop                  = false;
            fireSource.dopplerLevel          = 0.0f;
            fireSource.spatialBlend          = 1.0f;
            fireSource.volume                = fireVolume;
            fireSource.pitch                 = Random.Range(0.9f, 1.3f);
            fireSource.outputAudioMixerGroup = mixerGroup ?? null;
            fireSource.Stop();
        }

        if (loopClip != null)
        {
            loopSource                       = gameObject.AddComponent <AudioSource>();
            loopSource.clip                  = loopClip;
            loopSource.minDistance           = loopMinDistance;
            loopSource.maxDistance           = loopMaxDistance;
            loopSource.loop                  = true;
            loopSource.dopplerLevel          = 1.0f;
            loopSource.volume                = loopVolume;
            loopSource.spatialBlend          = 1.0f;
            loopSource.outputAudioMixerGroup = mixerGroup ?? null;
            loopSource.Stop();
        }
    }
 public virtual float calcExplosionDamage(ExplosionDamage token)
 {
     return 0;
 }
    public override float calcExplosionDamage(ExplosionDamage token)
    {
        base.calcExplosionDamage(token);
        float damage = 0;
        switch (token.Level) {
            case FieldActionController.ExplisionLevel.ONE:
                break;
            case FieldActionController.ExplisionLevel.TWO:
                damage =Parameter.CurrentHP * 0.5f;
                break;
            case FieldActionController.ExplisionLevel.THREE:
                damage = Parameter.CurrentHP * 0.9f;
                damage = Mathf.Max(1, damage);
                break;
        }
        damage = (damage * ParameterOffset.ResistExplosion);
        damage = Mathf.Max(1, damage);
        /*
        if (attacker != null)
        {
            damagedFromCharacterAttack(damage, attacker);
        }
        else {
            GameController.SoundController.playSE(SoundNameList.Character_Damage);
            GameController.PlayingLogger.damaged(Parameter.Name, damage, isDead);
            Parameter.CurrentHP -= damage;

        }
        isDead = Parameter.CurrentHP <= 0;
        if (isDead) callDead(new Explosion(this));
        */
        return damage;
    }
 private void Start()
 {
     explosionDamage = GetComponent <ExplosionDamage>();
 }