public void Hit(CamShakeMgr.Intensity shakeIntensity)
        {
            m_stunnedSomething = false;

            for (int i = 0; i < m_punchablesInRadius.Count; i++)
            {
                KeyValuePair <GameObject, IPunchable[]> target = m_punchablesInRadius[i];
                if (target.Key == null)
                {
                    m_punchablesInRadius.Remove(target);
                    i--;
                }
                else if (!m_immuneTargets.Contains(target.Key))
                {
                    foreach (IPunchable punchableComponent in target.Value)
                    {
                        Vector3 hitVector = (target.Key.transform.position - transform.position).normalized * m_strength;
                        punchableComponent.Punch(ModulateHitVector(hitVector), m_stunTime);
                        if (target.Key.tag == "Player")
                        {
                            m_stunnedSomething = true;
                        }
                    }
                }
            }

            if (m_stunnedSomething)
            {
                CamShakeMgr.Get().Shake(shakeIntensity);
            }

            AfterHitting();
        }
Exemple #2
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        // Update is called once per frame
        private IEnumerator Explode(float delaySec)
        {
            yield return(new WaitForSeconds(delaySec));

            if (!m_exploded)
            {
                m_exploded = true;
                Hit(ShakeIntensity);

                // Explosive items, unlike punch, should still shake the screen even if no one was hit
                if (!m_stunnedSomething)
                {
                    CamShakeMgr.Get().Shake(ShakeIntensity);
                }

                audioSource.Play();

                Rigidbody body = GetComponent <Rigidbody>();
                body.constraints = RigidbodyConstraints.FreezeAll;

                Collider[] colliders = transform.GetComponentsInChildren <Collider>();
                foreach (Collider collider in colliders)
                {
                    collider.enabled = false;
                }

                Renderer[] meshes = transform.GetComponentsInChildren <Renderer>();
                foreach (Renderer mesh in meshes)
                {
                    mesh.enabled = false;
                }

                var blastwave = gameObject.GetComponentInChildren <Blastwave>();
                blastwave.GetComponent <Renderer>().enabled = true;
                blastwave.Play();

                var kaboom = gameObject.GetComponentInChildren <Kaboom>();
                StartCoroutine(kaboom.Activate());
            }
        }