Example #1
0
        private void ApplyGroundDamage(Collider col)
        {
            PlayerStatusManager psm = col.GetComponent <PlayerStatusManager>();
            Damage dmg = new Damage(GROUND_DAMAGE, DamageType.AreaOfEffect, DamageElement.Energy, col.transform.position);

            if (psm.IsAffectedBy(dmg, em, em.transform.position))
            {
                psm.TakeDamage(dmg, em, em.transform.position);
            }
        }
Example #2
0
        private void ApplyDamage(Collider col)
        {
            PlayerStatusManager psm = col.GetComponent <PlayerStatusManager>();
            Damage dmg = new Damage(25f, DamageType.Melee, DamageElement.Physical, em.transform.position);

            if (psm.IsAffectedBy(dmg, em, em.transform.position))
            {
                psm.TakeDamage(dmg, em);
                psm.ApplyCrowdControl(new CrowdControl(CrowdControlType.Stun, DamageType.Melee, DamageElement.Physical), STUN_DURATION);
            }
        }
Example #3
0
        private void ApplyRayDamage(Collider col)
        {
            PlayerStatusManager psm = col.GetComponent <PlayerStatusManager>();
            Damage dmg = new Damage(RAY_DAMAGE, DamageType.RangeInstant, DamageElement.Energy, em.transform.position);

            if (psm.IsAffectedBy(dmg, em, em.transform.position))
            {
                psm.TakeDamage(dmg, em, em.transform.position);
                missed = false;
            }
        }
Example #4
0
 public void OnColliderEnter(AbilityColliderTrigger abilityColliderTrigger, Collider col)
 {
     if (col.tag == "Player")
     {
         PlayerStatusManager psm = col.GetComponent <PlayerStatusManager>();
         Damage dmg = new Damage(10f, DamageType.AreaOfEffect, DamageElement.Energy, abilityColliderTrigger.transform.position);
         if (psm.IsAffectedBy(dmg, em))
         {
             psm.TakeDamage(dmg, em);
         }
     }
 }
Example #5
0
        private void ApplyExplosionDamage(AbilityColliderTrigger abilityColliderTrigger, Collider col)
        {
            PlayerStatusManager psm = col.GetComponent <PlayerStatusManager>();
            Damage dmg = new Damage(EXPLOSION_DAMAGE, DamageType.AreaOfEffect, DamageElement.Energy,
                                    abilityColliderTrigger.transform.position);

            if (psm.IsAffectedBy(dmg, em, em.transform.position))
            {
                psm.TakeDamage(dmg, em, em.transform.position);
                missed = false;
            }
        }
        private void DamagePart1(Collider col)
        {
            PlayerStatusManager psm = col.GetComponent <PlayerStatusManager>();
            Damage dmg = new Damage(SHIELD_DMG, DamageType.AreaOfEffect, DamageElement.Physical, em.transform.position);

            if (psm.IsAffectedBy(dmg, em))
            {
                if (psm.IsAffectedByCC(new CrowdControl(CrowdControlType.ForcedMove, DamageType.AreaOfEffect, DamageElement.Physical)))
                {
                    psm.ApplyCrowdControl(new CrowdControl(CrowdControlType.Stun, DamageType.AreaOfEffect, DamageElement.Physical), STUN_DURATION);
                    PushAway(col);
                }
                psm.TakeDamage(dmg, em);
                missed = false;
            }
        }