Ejemplo n.º 1
0
 private void OnCollisionStay(Collision other)
 {
     if (other.gameObject.CompareTag("Player") && healthComponent.IsAlive)
     {
         DamageController.ApplyDamage(other.gameObject, damage);
     }
 }
Ejemplo n.º 2
0
    protected void CheckForDamageControllers()
    {
        Collider[] hitColliders = Physics.OverlapSphere(transform.position, explosiveRadius);

        foreach (Collider c in hitColliders)
        {
            RaycastHit r;

            if (Physics.Linecast(transform.position, c.transform.position, out r))
            {
                DamageController dControl = c.GetComponent <DamageController>();
                Rigidbody        body     = c.GetComponent <Rigidbody>();

                // Returns 0 - 1 based on the distance between 0 and the explosiveRadius
                float normDistance = Mathf.InverseLerp(0, explosiveRadius, r.distance);

                // Add explosive force
                if (c.GetComponent <Rigidbody>())
                {
                    body.AddExplosionForce(explosiveForce, transform.position, explosiveRadius, 3.0F, ForceMode.Acceleration);
                }

                // Calculate damage
                if (dControl != null && !(dControl is Explosive))
                {
                    Debug.DrawLine(transform.position, r.point, Color.red, 1.5F);
                    float damage = explosiveDamage - (explosiveDamage * normDistance);

                    dControl.ApplyDamage(damage);
                }
            }
        }
    }
Ejemplo n.º 3
0
    public override void Fire()
    {
        RaycastHit hit = base.CastRay();

        if (hit.collider == null)
        {
            return;
        }

        Destroy(Instantiate(decals.DEBUGDecal, hit.point, Quaternion.LookRotation(hit.normal)) as GameObject, 2);

        DamageController dControl = hit.collider.GetComponent <DamageController>();
        Rigidbody        body     = hit.collider.GetComponent <Rigidbody>();

        if (body != null)
        {
            body.AddForceAtPosition(transform.forward * projectileForce, hit.point, ForceMode.Acceleration);
        }

        if (dControl == null)
        {
            return;
        }

        // TODO: We should only apply precision damage if we hit a "precision" spot, like a head
        float totalDamage = damage.baseDamage + (damage.isPrecision? damage.additivePrecisionDamage : 0);

        dControl.ApplyDamage(totalDamage);

        BroadcastWeaponFired(this);
    }
Ejemplo n.º 4
0
 public void AttackAction()
 {
     Collider[] colliders = Physics.OverlapSphere(SwordAttackPosition.position, SwordAttackRange, EnemyLayers);
     // Debug.Log("Colliders count " + colliders.Length);
     foreach (var enemyCollider in colliders)
     {
         DamageController.ApplyDamage(enemyCollider.gameObject, swordAttackDamage);
     }
 }
Ejemplo n.º 5
0
 private void ApplyDamageToArea()
 {
     Collider[] colliders = Physics.OverlapSphere(model.transform.position, model.range);
     // Debug.Log("Colliders count " + colliders.Length);
     foreach (var collider in colliders)
     {
         if (collider.gameObject.CompareTag("Player"))
         {
             DamageController.ApplyDamage(collider.gameObject, model.damage);
         }
     }
 }
Ejemplo n.º 6
0
    public static void FireballCollision(Fireball fireball, Collision other)
    {
        if (other.gameObject.CompareTag(fireball.model.ownerTag))
        {
            return;
        }

        if (other.gameObject.CompareTag(fireball.model.hitTag))
        {
            DamageController.ApplyDamage(other.gameObject, fireball.model.damage);
        }

        Object.Destroy(fireball.gameObject);
    }
Ejemplo n.º 7
0
        public void DamageController_DeathEventThrowsSuccessfully()
        {
            // Test Data
            List <string> deadEntities = new List <string>();
            const string  entityName   = "Johnny";

            // Create the controller, and track the entity's health for a low amount, so we can kill the test entity.
            DamageController <DamageUnitTest> testController = new DamageController <DamageUnitTest>();

            testController.OnEntityDeath += (sender, args) => { deadEntities.Add((args as EntityDeathEventArgs).EntityId); };

            testController.DamageManager.BeginTrackingDamage(entityName, 20);

            DamageUnitTest testDamage = new DamageUnitTest()
            {
                BaseHealth = 500
            };

            testController.ApplyDamage(entityName, testDamage);

            Assert.AreEqual(1, deadEntities.Count);
            Assert.AreEqual(entityName, deadEntities[0]);
        }