Ejemplo n.º 1
0
 //jesli kula zada obrazenia to ona tez znika;
 //jesli nie to nic sie nie stanie, kula przeniknie przez cel
 //jesli cel nie jest wrogi to tez nic sie nie stanie
 public void Kill(IDamagable target)
 {
     if (target.DealDamage(this.owner))
     {
         //kula trafila przeciwnika
         this.deleteThis = true;
     }
 }
Ejemplo n.º 2
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        IDamagable damageable = collision.gameObject.GetComponent <IDamagable>();

        if (damageable != null)
        {
            damageable.DealDamage(damage);
        }

        gameObject.SetActive(false);
    }
Ejemplo n.º 3
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.name != "Player")
     {
         collider.radius = explodeRadius;
         IDamagable damageable = other.gameObject.GetComponent <IDamagable>();
         if (damageable != null)
         {
             damageable.DealDamage(spellDmg);
         }
         Destroy(gameObject, 0.1f);
     }
 }
Ejemplo n.º 4
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Enemy")
     {
         IDamagable damageable = other.gameObject.GetComponent <IDamagable>();
         if (damageable != null)
         {
             Piercing();
             damageable.DealDamage(spellDmg);
         }
         transform.LookAt(other.transform);
     }
 }
Ejemplo n.º 5
0
    private void OnTriggerEnter(Collider other)
    {
        IDamagable damageable = other.gameObject.GetComponent <IDamagable>();

        if (damageable != null)
        {
            damageable.DealDamage(spellDmg);
            Destroy(gameObject);
        }
        if (other.gameObject.name != "Player")
        {
            Destroy(gameObject);
        }
    }
Ejemplo n.º 6
0
    private void OnTriggerEnter(Collider other)
    {
        IDamagable damageable = other.gameObject.GetComponent <IDamagable>();

        if (other.CompareTag("Enemy") && other.GetType() == typeof(CapsuleCollider))
        {
            damageable.DealDamage(gunDmg);
            Destroy(gameObject);
        }
        if (other.gameObject.name != "Player" && other.GetType() != typeof(SphereCollider))
        {
            Destroy(gameObject);
        }
    }
Ejemplo n.º 7
0
    private IEnumerator Explode(Collider other)
    {
        collider.radius = 5;
        rb.useGravity   = false;
        pos             = transform.position;
        IDamagable damageable = other.gameObject.GetComponent <IDamagable>();

        if (damageable != null)
        {
            for (int i = 0; i < amountOfTicks; i++)
            {
                Debug.Log("TICK");
                damageable.DealDamage(spellTickDmg);
                yield return(new WaitForSeconds(waitBetweenTick));
            }
            Destroy(gameObject);
        }
        yield return(new WaitForSeconds(0));
    }
Ejemplo n.º 8
0
 private void CheckForShooting()
 {
     if (Input.GetKeyDown(playerController.primaryFireKey))
     {
         RaycastHit whatIsHit;
         //Sends a raycast in the forward direction forever, until it hits an object.
         if (Physics.Raycast(cameraTransform.position, transform.forward, out whatIsHit, Mathf.Infinity))
         {
             //The raycast checks if the object has the IDamagable interface applied to it.
             IDamagable damagable = whatIsHit.collider.GetComponent <IDamagable>();
             //If the object does have the IDamageable interface, then it will deal damage. If it does not, nothing will happen.
             if (damagable != null)
             {
                 damagable.DealDamage(currentWeapon.maximumDamage);
             }
             //Print name of object that raycast has hit.
             Debug.Log(whatIsHit.collider.name);
         }
     }
 }
Ejemplo n.º 9
0
 protected void Fire(Transform cameraPos)
 {
     if (AmmunitionManager.instance.ConsumeAmmo(ammunitionType)) //if player has ammo then shoot
     {
         RaycastHit whatIHit;
         if (Physics.Raycast(cameraPos.position, cameraPos.transform.forward, out whatIHit, Mathf.Infinity))
         {
             Debug.Log(whatIHit.collider.name);
             IDamagable damagable = whatIHit.collider.GetComponent <IDamagable>();
             if (damagable != null)
             {
                 //checks the distance of the fired shot
                 float normalisedDistance = whatIHit.distance / maximumRange;
                 //if the distance is more than 1 that means that it is above the max range
                 if (normalisedDistance <= 1)
                 {
                     //make damage drop off as range goes up
                     damagable.DealDamage(Mathf.RoundToInt(Mathf.Lerp(maximumDamage, minimumDamage, normalisedDistance)));
                 }
             }
         }
     }
 }