Example #1
0
 void OnTriggerStay(Collider collider)
 {
     if (CNetwork.IsServer)
     {
         if (burning)
         {
             // Damage everything within radius that is flammable.
             CActorHealth victimHealth = collider.GetComponent <CActorHealth>();
             if (victimHealth != null)
             {
                 if (victimHealth.flammable)
                 {
                     victimHealth.health -= Time.fixedDeltaTime;
                 }
                 else
                 {
                     // Damage players - they use their own health script.
                     CPlayerHealth otherPlayerhealth = collider.GetComponent <CPlayerHealth>();
                     if (otherPlayerhealth != null)
                     {
                         otherPlayerhealth.ApplyDamage(Time.fixedDeltaTime);
                     }
                 }
             }
         }
     }
 }
Example #2
0
    void OnCollisionEnter(Collision collision)
    {
        if (CNetwork.IsServer)
        {
            //Assume player weighs 80 kg
            float fMass = 80;
            //Acceleration will be the relative velocity, as this is essentially an instant change in velocity.
            float fAcceleration = collision.relativeVelocity.magnitude;
            //f = ma
            float fNetForce = fMass * fAcceleration;


            if (fNetForce > m_fForceDamageThreshold)
            {
                CPlayerHealth health = gameObject.GetComponent <CPlayerHealth>();

                //Make damage scale exponentially, according to force.

                //For reference, a human punch can exert up to 5000 newtons of force. Let's assume that would hurt lots.


                float fDamage = Mathf.Log(fNetForce, 2);

                health.ApplyDamage(Mathf.Clamp(fDamage, 5, 45));

                //Debug.Log("Player took damage after being hit by " + collision.gameObject.name);
                //Debug.Log("Force = " + fNetForce.ToString());
                //Debug.Log("Damage = " + fDamage.ToString());
            }
        }
    }