private static void ApplyDPS(UFPlayerLife player, Room.LiquidProperties.LiquidType type) { switch (type) { case Room.LiquidProperties.LiquidType.Lava: player.TakeDamage(10f * Time.deltaTime, UFPlayerLife.DamageType.Fire, true); break; case Room.LiquidProperties.LiquidType.Acid: player.TakeDamage(5f * Time.deltaTime, UFPlayerLife.DamageType.Acid, true); break; } }
public void Set(Room room) { Vector3 center = -transform.position + (.5f * (room.aabb.min + room.aabb.max)); Vector3 extents = room.aabb.max - room.aabb.min; Room.LiquidProperties liquid = room.liquidProperties; float depth = liquid.depth; float y = -transform.position.y + room.aabb.min.y + depth / 2f; BoxCollider bc = gameObject.AddComponent <BoxCollider>(); bc.center = new Vector3(center.x, y, center.z); bc.size = new Vector3(extents.x, depth, extents.z); bc.isTrigger = true; alpha = liquid.alpha / 255f; color = liquid.color; type = liquid.type; visibility = liquid.visibility; }