Ejemplo n.º 1
0
    // Networked Event
    void OnApplyHealth(ApplyHealthEvent e)
    {
        Debug.Log("ApplyHealthEvent!" +
            "\nApplied via damagegroup:" + e.group +
            "\nDamage done too: " + damageGroup);

        if((e.group & damageGroup).Equals(DamageGroup.None) == false)
        {
            if (e.amount < 0) // damage
            {
                // Might add armor/resistance/modifiers/special/time sensative/etc...
                currentHealth += e.amount;
                if (currentHealth < 0)
                    TriggerHealthEmpty();

            }
            else if (e.amount > 0) // Healing
            {
                // Might add armor/resistance/modifiers/special/time sensative/etc...
                currentHealth += e.amount;
                if (currentHealth < 0)
                    TriggerHealthEmpty();
            }
        }
    }
Ejemplo n.º 2
0
    // Networked Event
    void OnApplyHealth(ApplyHealthEvent e)
    {
        Debug.Log("ApplyHealthEvent!" +
                  "\nApplied via damagegroup:" + e.group +
                  "\nDamage done too: " + damageGroup);

        if ((e.group & damageGroup).Equals(DamageGroup.None) == false)
        {
            if (e.amount < 0) // damage
            {
                // Might add armor/resistance/modifiers/special/time sensative/etc...
                currentHealth += e.amount;
                if (currentHealth < 0)
                {
                    TriggerHealthEmpty();
                }
            }
            else if (e.amount > 0) // Healing
            {
                // Might add armor/resistance/modifiers/special/time sensative/etc...
                currentHealth += e.amount;
                if (currentHealth < 0)
                {
                    TriggerHealthEmpty();
                }
            }
        }
    }