Example #1
0
 public override void Apply(Prop ch, Character caster = null)
 {
     if (!delays.ContainsKey(ch) || delays[ch] < Time.time)
     {
         if (!explosion)
         {
             Debug.Log("Explosion " + name + "has no PowerArea");
             return;
         }
         if (explosion.userFX)
         {
             GameObject go = explosion.userFX.Begin(ch.GetBodyPart(explosion.userBodyPart), explosion.tint);
             explosion.userFX.ScaleToRadius(go, explosion.GetRadius(caster));
         }
         explosion.Explode(ch.transform, caster);
         delays[ch] = Time.time + 0.4f;
     }
 }
Example #2
0
        public virtual void ApplyDamage(float damage, RPGSettings.DamageType dt)
        {
            if (dead)
            {
                return;
            }

            // apply damage resistance
            if (dt != RPGSettings.DamageType.Healing)
            {
                damage *= GetFactor(-stats[RPGSettings.GetResistanceStat(dt)].currentValue);
            }
            health -= damage;
            if (health <= 0)
            {
                // die!
                if (explosion)
                {
                    explosion.Explode(GetBodyPart(Character.BodyPart.Chest), null);
                }

                dead = true;

                RPGSettings.instance.RemoveCharacter(this);
                foreach (Character ch in Power.getAll())
                {
                    if (ch.target == this)
                    {
                        ch.target = null;
                    }
                }

                OnDeath();
            }

            int dmg = (int)Mathf.Abs(damage);

            NumberFloat(dmg.ToString(), damage > 0 ? Color.red : Color.green);

            // TODO if we don't have a HUD yet, add a healthbar to props?
            RPGSettings.instance.SetupCharacter(this);
        }