Example #1
0
        /// <summary>
        /// Play a sequence of actions!
        /// </summary>
        public void PlayAction(ref ActionRequestData action)
        {
            //the character needs to be alive in order to be able to play actions
            if (NetState.NetworkLifeState.Value == LifeState.Alive && !m_Movement.IsPerformingForcedMovement())
            {
                if (action.CancelMovement)
                {
                    m_Movement.CancelMove();
                }

                m_ActionPlayer.PlayAction(ref action);
            }
        }
 public override void Cancel()
 {
     if (m_Movement && !m_Movement.IsPerformingForcedMovement())
     {
         m_Movement.CancelMove();
     }
 }
Example #3
0
        /// <summary>
        /// We've crashed into a victim! This function determines what happens to them... and to us!
        /// It's possible for us to be stunned by our victim if they have a special power that allows that.
        /// This function checks for that special case; if we become stunned, the victim is entirely unharmed,
        /// and further collisions with other victims will also have no effect.
        /// </summary>
        /// <param name="victim">The character we've collided with</param>
        private void CollideWithVictim(ServerCharacter victim)
        {
            if (victim == m_Parent)
            {
                // can't collide with ourselves!
                return;
            }

            if (m_WasStunned)
            {
                // someone already stunned us, so no further damage can happen
                return;
            }

            // if we collide with allies, we don't want to hurt them (but we do knock them back, see below)
            if (m_Parent.IsNpc != victim.IsNpc)
            {
                // first see if this victim has the special ability to stun us!
                float chanceToStun = victim.GetBuffedValue(BuffableValue.ChanceToStunTramplers);
                if (chanceToStun > 0 && Random.Range(0, 1) < chanceToStun)
                {
                    // we're stunned! No collision behavior for the victim. Stun ourselves and abort.
                    m_WasStunned = true;
                    m_Movement.CancelMove();
                    m_Parent.NetState.RecvCancelAllActionsClientRpc();
                    return;
                }

                // We deal a certain amount of damage to our "initial" target and a different amount to all other victims.
                int damage;
                if (m_Data.TargetIds != null && m_Data.TargetIds.Length > 0 && m_Data.TargetIds[0] == victim.NetworkObjectId)
                {
                    damage = Description.Amount;
                }
                else
                {
                    damage = Description.SplashDamage;
                }
                victim.NetState.RecvPerformHitReactionClientRPC();
                victim.ReceiveHP(this.m_Parent, -damage);
            }

            var victimMovement = victim.GetComponent <ServerCharacterMovement>();

            victimMovement.StartKnockback(m_Parent.transform.position, Description.KnockbackSpeed, Description.KnockbackDuration);
        }