Example #1
0
    //Collision Enter checker: checks if collided with player
    void OnCollisionEnter(Collision collision)
    {
        Collider collider = collision.collider;

        //Checks if hit a player or another enemy
        if (collider.tag == "Player")
        {
            hitEnemy = true;

            //Set variables up to calculate knockback direction
            Vector3 victimPos = collider.bounds.center;
            Vector3 thisPos   = thisBody.position;

            //Create self-recoil package to self
            DamagePackage dmgPackage = new DamagePackage(0f);
            dmgPackage.setCentralizedKnockback(victimPos, thisPos, SELF_KNOCKBACK);
            getDamage(dmgPackage);      //Gives recoil

            //Create damage package to send to player
            dmgPackage.setCentralizedKnockback(thisPos, victimPos, KNOCKBACK);
            dmgPackage.setDamage(bodyDamage);

            //Send damagePackage
            collider.gameObject.SendMessage("getDamage", dmgPackage);
        }
    }
    //Triggers shockwave damage to elements in affected
    //  Pre: targetTag must be either "Player" or "Enemy"
    private void triggerShockwave(Collider detonator)
    {
        //Creates new damage package to send
        DamagePackage dmgPackage = new DamagePackage(shockwaveDamage);

        //Establishes DSource
        Transform dSource = (detonator.tag == "EnemyAttack" && detonator.GetComponent <ProjectileStatus>().source != null) ? detonator.GetComponent <ProjectileStatus>().source : detonator.transform.root;

        //Sends knockback depending on each suspect and sends damagePackage if suspect is a target
        foreach (Collider suspect in effected)
        {
            if (suspect != null)                 //Checks if object hasn't been deleted
            //Reverses all time effects
            {
                if (suspect.tag == "Enemy" || suspect.tag == "EnemyAttack" || suspect.tag == "PausedProjectile")
                {
                    suspect.SendMessage("applySlow", 1 / SLOW_FACTOR);
                }

                //Applies damage to everyone in the field except the one who detonated it. Applies to players and enemies. Not attacks
                if (suspect.transform != dSource && (suspect.tag == "Player" || suspect.tag == "Enemy"))
                {
                    dmgPackage.setCentralizedKnockback(detonator.transform.position, suspect.transform.position, shockwaveKnockback);
                    suspect.SendMessage("getDamage", dmgPackage);
                }
            }
        }
    }
 //Deal damage
 void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         dmgPackage.setCentralizedKnockback(GetComponent <Transform>().position, other.transform.position, KNOCKBACK);
         other.SendMessage("getDamage", dmgPackage);
     }
 }