Ejemplo n.º 1
0
        /// <summary>
        /// Emit damage based on a raycast hit.
        /// </summary>
        /// <param name="hit">The raycast hit information.</param>
        public virtual void RaycastHitDamage(RaycastHit hit)
        {
            DamageReceiver damageReceiver = hit.collider.GetComponent <DamageReceiver>();

            if (damageReceiver != null)
            {
                // Don't apply damage or healing to self
                if (damageReceiver.RootTransform == rootTransform)
                {
                    return;
                }

                // Do damage
                float damageValue = defaultDamageValue * (timeBased ? Time.deltaTime : 1);
                for (int i = 0; i < damageOverrideValues.Count; ++i)
                {
                    if (damageOverrideValues[i].HealthType == damageReceiver.HealthType)
                    {
                        float damageAmount = damageFalloffCurve.Evaluate(Vector3.Distance(transform.position, hit.point) / maxEffectDistance);

                        damageValue = damageOverrideValues[i].Value * damageAmount;

                        if (timeBased)
                        {
                            damageValue *= Time.deltaTime;
                        }
                    }
                }

                if (damageValue != 0)
                {
                    damageReceiver.Damage(damageValue, hit.point, healthModifierType, rootTransform);
                }

                // Calculate healing value
                float healingValue = defaultHealingValue * (timeBased ? Time.deltaTime : 1);
                for (int i = 0; i < healingOverrideValues.Count; ++i)
                {
                    if (healingOverrideValues[i].HealthType == damageReceiver.HealthType)
                    {
                        float healingAmount = damageFalloffCurve.Evaluate(Vector3.Distance(transform.position, hit.point) / maxEffectDistance);

                        float healing = healingOverrideValues[i].Value * healingAmount;

                        if (timeBased)
                        {
                            healing *= Time.deltaTime;
                        }
                    }
                }

                // Apply healing
                if (healingValue != 0)
                {
                    damageReceiver.Heal(healingValue, hit.point, healthModifierType, rootTransform);
                }
            }
        }