Beispiel #1
0
        private void NormalDamage(Collision collision)
        {
            DamagePack damagePack = new DamagePack();

            damagePack.Damage = Damage;
            damagePack.Owner  = Owner;
            collision.gameObject.SendMessage("ApplyDamage", damagePack, SendMessageOptions.DontRequireReceiver);
        }
        public virtual void ApplyDamage(DamagePack damage)
        {
            if (HP < 0)
            {
                return;
            }

            LatestHit = damage.Owner;
            HP       -= damage.Damage;
            if (HP <= 0)
            {
                Dead();
            }
        }
Beispiel #3
0
        private void ExplosionDamage()
        {
            Collider[] hitColliders = Physics.OverlapSphere(transform.position, ExplosionRadius);
            for (int i = 0; i < hitColliders.Length; i++)
            {
                Collider hit = hitColliders[i];
                if (!hit)
                {
                    continue;
                }

                if (hit.GetComponent <Rigidbody>())
                {
                    hit.GetComponent <Rigidbody>().AddExplosionForce(ExplosionForce, transform.position, ExplosionRadius, 3.0f);
                }
            }

            Collider[] dmhitColliders = Physics.OverlapSphere(transform.position, DamageRadius);

            for (int i = 0; i < dmhitColliders.Length; i++)
            {
                Collider hit = dmhitColliders[i];

                if (!hit)
                {
                    continue;
                }

                if (DoDamageCheck(hit.gameObject) && (Owner == null || (Owner != null && hit.gameObject != Owner.gameObject)))
                {
                    DamagePack damagePack = new DamagePack();
                    damagePack.Damage = Damage;
                    damagePack.Owner  = Owner;
                    hit.gameObject.SendMessage("ApplyDamage", damagePack, SendMessageOptions.DontRequireReceiver);
                }
            }
        }
Beispiel #4
0
        void ShootRay()
        {
            if (GetComponent <Collider> ())
            {
                Physics.IgnoreCollision(GetComponent <Collider> (), Owner.GetComponent <Collider> ());
                if (Owner.transform.root)
                {
                    foreach (Collider col in Owner.transform.root.GetComponentsInChildren <Collider>())
                    {
                        Physics.IgnoreCollision(GetComponent <Collider> (), col);
                    }
                }
            }

            RaycastHit hit;
            GameObject explosion = null;

            if (Physics.Raycast(this.transform.position, this.transform.forward, out hit, Range))
            {
                AimPoint = hit.point;
                if (Explosion != null)
                {
                    if (WeaponSystem.Pool != null)
                    {
                        explosion = WeaponSystem.Pool.Instantiate(Explosion, AimPoint, this.transform.rotation);
                    }
                    else
                    {
                        explosion = (GameObject)GameObject.Instantiate(Explosion, AimPoint, this.transform.rotation);
                    }
                }
                DamagePack damagePack = new DamagePack();
                damagePack.Damage = Damage;
                damagePack.Owner  = Owner;
                hit.collider.gameObject.SendMessage("ApplyDamage", damagePack, SendMessageOptions.DontRequireReceiver);
            }
            else
            {
                AimPoint = this.transform.position + this.transform.forward * Range;
                if (Explosion != null)
                {
                    if (WeaponSystem.Pool != null)
                    {
                        explosion = WeaponSystem.Pool.Instantiate(Explosion, AimPoint, this.transform.rotation);
                    }
                    else
                    {
                        explosion = (GameObject)GameObject.Instantiate(Explosion, AimPoint, this.transform.rotation);
                    }
                }
            }
            if (explosion)
            {
                explosion.transform.forward = this.transform.forward;
                DamageBase dmg = explosion.GetComponent <DamageBase> ();
                if (dmg)
                {
                    dmg.TargetTag = TargetTag;
                }
            }
            if (Trail)
            {
                Trail.SetPosition(0, this.transform.position);
                Trail.SetPosition(1, AimPoint);
            }

            if (WeaponSystem.Pool == null)
            {
                Destroy(this.gameObject, LifeTime);
            }
        }