void checkCollision(Entity e, DifficultyControllerComponent difficulty)
    {
        CollisionScript collision = e.gameObject.gameObject.GetComponent<CollisionScript>();
        int damageTaken = collision.DamageTaken;
        if (damageTaken == 0) {
            return;
        }

        e.AddDamage(damageTaken);
        collision.DamageTaken = 0;
    }
Beispiel #2
0
    void checkCollision(Entity e, DifficultyControllerComponent difficulty)
    {
        CollisionScript collision = e.gameObject.gameObject.GetComponent<CollisionScript>();
        Queue<string> queue = collision.queue;
        if (queue.Count == 0) {
            return;
        }

        HealthComponent health = e.health;
        int damage = getDamageDone(collision.queue, health.health);
        if (!e.hasPlayer) {
            damage = damage * (difficulty.dmgBoostPercent + 100) / 100;
        }
        if (damage > 0) {
            e.AddDamage(damage);
        }
        else {
            //throw new Exception("Sth is f****d up, and is unnecessary calculating damage");
        }
    }