Example #1
0
    public static void CreateBattleBullet(DataConfig.BULLET_TYPE type, UnitFire.ShootParam shoot)
    {
        string resName = AppConfig.FOLDER_PROFAB + "bullet/bullet" + (int)type;

        GameObject obj = ResourceHelper.Load(resName);

        AddUnitToLayer(obj, BattleConfig.LAYER.BULLET);

        obj.GetComponent <Bullet> ().Create(shoot);
    }
Example #2
0
    // ==================================================
    // HUD

    public static void CreateHUDDamageText(UnitFire.ShootParam shoot)
    {
//		GameObject miss = ResourceHelper.Load (AppConfig.FOLDER_PROFAB_EFFECT + "Ctrl");
//		miss.transform.position = shoot.target.transform.position + new Vector3 (0, HINT_TEXT_HEIGHT, 0);

        string  text     = "-" + Mathf.FloorToInt(shoot.damage);
        Vector3 position = shoot.target.transform.position + new Vector3(0, HINT_TEXT_HEIGHT, 0);
        float   scale    = shoot.isDoubleDamage ? 1.5f : 1;

        new PopupNumber(text, PopupNumber.COLOR.RED, position, scale);
    }
Example #3
0
    public void BeHurt(UnitFire.ShootParam shootParam)
    {
        if (!isDead)
        {
            BattleFactory.CreateHUDDamageText(shootParam);

            unit.currentHp = Mathf.Max(unit.currentHp - shootParam.damage, 0);

            if (unit.currentHp <= 0)
            {
                ToDead();
            }

            _targetSelect.BeHurt(shootParam);
        }
    }
Example #4
0
    private void CreateDamage()
    {
        List <Unit> enemies = BattleGame.instance.unitGroup.enemyUnits;

        foreach (Unit tank in enemies)
        {
            if (!tank.isDead)
            {
                if (UnitHelper.IsTouchEdge(tank, transform.position, _skill.GetDataSkill().effectRange))
                {
                    UnitFire.ShootParam param = new UnitFire.ShootParam();
                    param.damage = _skill.GetDataSkill().effect;
                    param.target = tank;

                    new BulletDamage(param, transform.position);
                }
            }
        }
    }
Example #5
0
    public BulletDamage(UnitFire.ShootParam shoot, Vector3 position)
    {
        if (shoot.attacker != null && shoot.attacker.unit.dataUnit.damageRange > 0)
        {
            List <Unit> enemy = BattleGame.instance.unitGroup.GetOpponents(shoot.attacker.team);

            foreach (Unit u in enemy)
            {
                Vector3 v = u.transform.position - position;
                if (v.magnitude <= shoot.attacker.unit.dataUnit.damageRange)
                {
                    u.BeHurt(shoot);
                }
            }
        }
        else
        {
            shoot.target.BeHurt(shoot);
        }
    }
Example #6
0
    // ==========================================================================
    // create flow

    public void Create(UnitFire.ShootParam shoot)
    {
        _shoot = shoot;

        ShootBegan();
    }