private void Update() { // Ensure target resource has this behaviour assigned // Coupling is otherwise lost when reloading a game if (targetResource != null) { if (!targetResource.QuestResourceBehaviour) { targetResource.QuestResourceBehaviour = this; } } // Handle enemy checks if (enemyEntityBehaviour) { // Get foe resource Foe foe = (Foe)targetResource; if (foe == null) { return; } // If foe is hidden then remove self from game if (foe.IsHidden) { Destroy(gameObject); return; } // Handle restrained check // This might need some tuning in relation to injured and death checks if (foe.IsRestrained) { // Make enemy non-hostile EnemyMotor enemyMotor = transform.GetComponent <EnemyMotor>(); if (enemyMotor) { enemyMotor.IsHostile = false; } // Lower flag now this has been handled foe.ClearRestrained(); } // Handle injured check // This has to happen before death or script actions attached to injured event will not trigger if (enemyEntityBehaviour.Entity.CurrentHealth < enemyEntityBehaviour.Entity.MaxHealth && !foe.InjuredTrigger) { foe.SetInjured(); return; } // Handle death check if (enemyEntityBehaviour.Entity.CurrentHealth <= 0 && !isFoeDead) { foe.IncrementKills(); isFoeDead = true; } } }
private void Update() { // Handle enemy checks if (enemyEntityBehaviour) { // Handle injured check // This has to happen before death or script actions attached to injured event will not trigger Foe foe = (Foe)targetResource; if (enemyEntityBehaviour.Entity.CurrentHealth < enemyEntityBehaviour.Entity.MaxHealth && !foe.InjuredTrigger) { foe.SetInjured(); return; } // Handle death check if (enemyEntityBehaviour.Entity.CurrentHealth <= 0 && !isFoeDead) { foe.IncrementKills(); isFoeDead = true; } } }
private void Update() { // Ensure target resource has this behaviour assigned // Coupling is otherwise lost when reloading a game if (targetResource != null) { if (!targetResource.QuestResourceBehaviour) { targetResource.QuestResourceBehaviour = this; } } // Handle NPC checks if (targetResource is Person && targetResource.QuestResourceBehaviour) { // Disable person resource if hidden or destroyed // Normally this is done via QuestResource.Tick() but this stops receiving ticks when quest terminates // Sometimes a quest person is hidden at same time quest is ended, e.g. $CUREWER when spawning lycanthrope foe // Also disabling here to handle this situation Person targetPerson = (Person)targetResource; if (targetPerson.IsHidden || targetPerson.IsDestroyed) { targetPerson.QuestResourceBehaviour.gameObject.SetActive(false); } } // Handle enemy checks if (enemyEntityBehaviour) { // Get foe resource Foe foe = (Foe)targetResource; if (foe == null) { return; } // If foe is hidden then remove self from game if (foe.IsHidden) { Destroy(gameObject); return; } // Handle restrained check // This might need some tuning in relation to injured and death checks if (foe.IsRestrained) { // Make enemy non-hostile EnemyMotor enemyMotor = transform.GetComponent <EnemyMotor>(); if (enemyMotor) { enemyMotor.IsHostile = false; } // Lower flag now this has been handled foe.ClearRestrained(); } // Handle injured check // This has to happen before death or script actions attached to injured event will not trigger if (enemyEntityBehaviour.Entity.CurrentHealth < enemyEntityBehaviour.Entity.MaxHealth && !foe.InjuredTrigger) { foe.SetInjured(); return; } // Handle death check if (enemyEntityBehaviour.Entity.CurrentHealth <= 0 && !isFoeDead) { foe.IncrementKills(); isFoeDead = true; } } }