void Awake()
 {
     foreach (var group in CanDamage)
     {
         DamageGroup |= group;
     }
 }
Ejemplo n.º 2
0
    void Awake()
    {
        foreach (var group in damageGroups)
        {
            damageGroup |= group;
        }

        FFSystem.RegisterNetGameObject(gameObject, gameObject.name);
        FFMessageBoard<ApplyHealthEvent>.Connect(OnApplyHealth, gameObject);
        FFMessageBoard<EmptyHealthEvent>.Connect(OnHealthEmpty, gameObject);

        if(FFServer.isLocal == false)
        {
            FFMessageBoard<ExHealth>.Connect(OnServerUpdate, gameObject);
        }
        else
        {
            FFMessage<FFNetEvents.ClientConnectedEvent>.Connect(OnClientConnected);
        }
    }
Ejemplo n.º 3
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    void Awake()
    {
        foreach (var group in damageGroups)
        {
            damageGroup |= group;
        }

        FFSystem.RegisterNetGameObject(gameObject, gameObject.name);
        FFMessageBoard <ApplyHealthEvent> .Connect(OnApplyHealth, gameObject);

        FFMessageBoard <EmptyHealthEvent> .Connect(OnHealthEmpty, gameObject);

        if (FFServer.isLocal == false)
        {
            FFMessageBoard <ExHealth> .Connect(OnServerUpdate, gameObject);
        }
        else
        {
            FFMessage <FFNetEvents.ClientConnectedEvent> .Connect(OnClientConnected);
        }
    }
Ejemplo n.º 4
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 public void Reset(float damage, DamageGroup group)
 {
     uniqueId         = ++id_counter;
     this.damage      = damage;
     this.damageGroup = group;
 }
Ejemplo n.º 5
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 public void Reflect(float damage, DamageGroup group)
 {
     Reset(damage, group);
     InitTransform(transform.position, -direction);
 }
Ejemplo n.º 6
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 public void InitDamage(float atk, DamageGroup group)
 {
     Reset(atk, group);
 }