//this deals damage to friendlyMech void DoDMG(int Tar, int DMG_severity) { int DMG = 0;//idk why I called it this Debug.Log("sev is: " + DMG_severity); if (DMG_severity < 24) { DMG = MidDMG; MAS.DamageSound(1); SHAKE?.AddTrauma(.5f, .3f); //med damng } if (DMG_severity >= 24 && DMG_severity < 44) { DMG = MinDMG; MAS.DamageSound(0); SHAKE?.AddTrauma(.2f, .1f); //minDMG } if (DMG_severity >= 44) { MAS.DamageSound(2); DMG = MaxDMG; SHAKE?.AddTrauma(2f, .8f); //maxDMg } //if you still have shields if (compSliders[1].value > 0) { DMG -= ShieldMod; if (DMG < 0) { DMG = 0; } } //actually deal the damage compSliders[Tar].value -= DMG; Debug.Log("dmg was:" + DMG); CompStatusValue[Tar].text = compSliders[Tar].value.ToString(); //make damage text appear DamageIndicator[Tar].text = "-" + DMG; checkSystemFailure(Tar); StartCoroutine(waitToMakeDamageNumberDisapear(3, Tar)); if (compSliders[0].value <= 0) { //shake the f*****g camera Camera.main.GetComponent <ShakeCamera>().AddTrauma(5f, 1f); StartCoroutine(waitToEnd(4)); } }
void DoShoot() { if (shoot == 1) { if (canFire && shotsLeft > 0) { reloading = false; shotsLeft--; canFire = false; GameObject bullet = Instantiate(bulletPrefab, muzzle.position, muzzle.rotation) as GameObject; bullet.GetComponent <Bullet>().Fire(bulletDirection); //play sound PAS.PlaySoundByIndex(1); //do shake SHAKE.AddTrauma(.08f, .15f); //muzzleFlash muzzleFlash.SetActive(true); StartCoroutine(waitToMakeFlashDisapear(.1f)); } } else if (shoot <= fireRate) { canFire = true; } if (shotsLeft <= 0 && !reloading) { StartCoroutine(ReloadRoutine(reloadTime)); } }
public void TakeDamage() { if (currentHealth > 0) { StartCoroutine(HitRoutine()); currentHealth -= damageValue; UpdateUI(); SHAKE.AddTrauma(.05f, .05f); } if (currentHealth <= 0) { GameOver(); } }
public void RecieveDMG(float damage) { if (healthBar.value > 0) { healthBar.value -= damage; part.text = healthBar.value.ToString(); damageRecieved.text = "-" + damage; StartCoroutine(waitToMakeDMGTextDisapear(4)); } if (healthBar.value <= 0) { //shake the f*****g camera shake.AddTrauma(5f, 1f); ComponentStatusScr.COMPONENT_STATUS.winSound(); //make win courroutine StartCoroutine(waitToEnd(5)); } }