Ejemplo n.º 1
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 public void DoStun(Hitbox hitbox, float length)
 {
     hitbox.Controller.Networker.InvokeServerRpc("Stun_Server", length, channel: "Reliable");
 }
Ejemplo n.º 2
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 public void DoPushback(Hitbox hitbox, Vector3 direction, float speed, float length)
 {
     hitbox.Controller.Networker.InvokeServerRpc("Pushback_Server", direction, speed, length, channel: "Reliable");
 }
Ejemplo n.º 3
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 /// <summary>
 /// Sends an RPC to the target player with the damage amount
 /// </summary>
 /// <param name="hitbox"></param>
 public void DoDamage(Hitbox hitbox, short damage)
 {
     Controller.HUD.Combo.AddComboDamage(damage);
     hitbox.Controller.Networker.InvokeServerRpc("DoDamage", damage, channel: "Reliable");
 }
Ejemplo n.º 4
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 public void DoKnockback(Hitbox hitbox, Vector3 direction, float speed, float length, bool wallBounce, float slamLength)
 {
     hitbox.Controller.Networker.InvokeServerRpc("Knockback_Server", direction, speed, length, wallBounce, slamLength, channel: "Reliable");
 }
Ejemplo n.º 5
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 /// <summary>
 /// A callback for when one of our hit detection functions hit an object
 /// </summary>
 /// <param name="hitType">0 = structure | 1 = player | 2 = anything else</param>
 /// <param name="col">The collider we hit</param>
 public virtual void OnMeleeHit(int hitType, Hitbox hitbox, RaycastHit hit)
 {
     OnEffects(hit.point, hit.normal, Controller.State.AttackNumber);
 }