Beispiel #1
0
        protected virtual float GetDamage(Character enemy, Damage damage)
        {
            LevelCheck(); // could happen that the player kills the enemy before he fully spawn (before Start "starts")
            enemy.LevelCheck();
            var dmg = damage.Calculate(this, enemy);

            LastHitCharacter = enemy;
            Stats.Hp -= dmg;

            var floatingText = new FloatingText(this, "-" + (int) dmg, Color.White, 0.4f + dmg/300f);
            Engine.SpawnObject(
                floatingText.Name, floatingText
                );

            // bounce back only if the damage is from a ranged enemy
            if (damage.KnockBack > 0f)
                BounceBack(damage);

            AudioSource.Volume = 0.65f;
            AudioSource.Play(((AudioAsset) Engine.GetAsset("sound_damage")).Clip);

            TookDamage(dmg);
            return Stats.Hp;
        }
Beispiel #2
0
 private void BounceBack(Damage damage)
 {
     //var force = new Force
     //{
     //    Owner = this,
     //    Direction = damage.Direction,
     //    Step = BounceSpeed / BounceTime,
     //    DestroyTimer = BounceTime * damage.Spell.KnockBack
     //};
     //forces.Add(force);
     //Engine.SpawnObject($"{Name}_bouncebackforce_{forceCount++}", force);
 }
Beispiel #3
0
        public virtual bool DoDamage(Character enemy, Damage damage = null)
        {
            if (damage == null)
            {
                // simple (closecombat usually) damage
                damage = new Damage(this, enemy) {DamageFunc = (ch0, ch1) => ch1.Stats.Attack};
            }

            enemy.GetDamage(this, damage);
            if (!enemy.IsAlive)
                Stats.Xp += enemy.Stats.XpReward;
            return enemy.IsAlive;
        }