Example #1
0
    void ApplyDamage()
    {
        if (uLink.Network.isServer == false)
        {
            return;
        }

        // enumerate victims...
        Vector3 tmp;
        Vector3 pos  = Position;
        int     mask = ~(ObjectLayerMask.IgnoreRayCast | ObjectLayerMask.Ragdoll | ObjectLayerMask.Hat);

        Collider[] colliders = Physics.OverlapSphere(Position, damageRadius, mask);

#if DEBUG
        DebugDraw.DepthTest   = true;
        DebugDraw.DisplayTime = 8.0f;
        DebugDraw.Diamond(ColExp, 0.04f, pos);
#endif

        // categorize victims...
        foreach (Collider c in colliders)
        {
            AgentHuman a = c.gameObject.GetFirstComponentUpward <AgentHuman>();

            if (a == null)
            {
                m_Others.Add(c);
            }
            else if (m_Agents.Contains(a) == false)
            {
                m_Agents.Add(a);
            }
        }

        // process human-agents...
        foreach (AgentHuman a in m_Agents)
        {
            m_ObstacleNormalAccum = Vector3.zero;

            a.SampleDominantAnim();

            if (ApplyDamage(a, pos, 1.0f) == false)
            {
                if ((m_ObstacleDamageReduction > 0.0f) && (m_ObstacleNormalAccum.sqrMagnitude > 0.0f))
                {
                    Vector3 u = Vector3.up;
                    Vector3 v = Vector3.zero;
                    Vector3 n = m_ObstacleNormalAccum;

                    Vector3.OrthoNormalize(ref n, ref u, ref v);

                    tmp  = pos;
                    tmp += 0.5f * n;
                    //	tmp += 1.0f * u;

                    Vector3 diff = a.Position - pos;
                    float   dot  = Vector3.Dot(diff, v);

                    //	if (Mathf.Abs(dot) > 0.3f)
                    {
                        tmp += 0.5f * Mathf.Sign(dot) * v;
                    }

#if DEBUG
                    DebugDraw.LineOriented(ColExp, pos, tmp, 0.04f);
#endif

                    ApplyDamage(a, tmp, m_ObstacleDamageReduction);
                }
            }
        }

        // process other objects...
        foreach (Collider c in m_Others)
        {
            ApplyDamage(c, pos);
        }

        // clean-up...
        m_Agents.Clear();
        m_Others.Clear();
    }