[Server] public void Fire() { RpcCreateClientBolt(); GameObject boltO = Instantiate(boltPrefab, firePoint.position, firePoint.rotation); DC_Bolt bolt = boltO.GetComponent <DC_Bolt>(); bolt.preDamageTime = preDamageTime; bolt.damage = damage; bolt.range = range; bolt.speed = speed; bolt.instant = bulletStyleBolt; bolt.healthShot = boltHeals; bolt.playerO = avatar.playerO; bolt.avatarO = avatar.gameObject; NetworkServer.Spawn(boltO); bolt.Fire(); lastFireTime = 0f; fired = true; }
[Server] public void BoltStrike(DC_Avatar_Part bodyP, DC_Bolt bolt) { BodyParts part = bodyP.GetBodyPart(); switch (part) { case BodyParts.Chest: break; case BodyParts.Muzzle: break; case BodyParts.RightPaw: break; case BodyParts.LeftPaw: break; case BodyParts.ChestChord: BustAvatar(); break; case BodyParts.MuzzleChord: BustAvatar(); break; } Debug.Log("Body Part Hit!: " + bodyP.gameObject.name + " : " + bodyP.health); if (part != BodyParts.ChestChord && part != BodyParts.MuzzleChord) { RpcSetPartHealth(part, bodyP.health); } }
public virtual bool BoltStrike(DC_Bolt bolt) { var ret = TakeDamage(bolt.damage); avatar.BoltStrike(this, bolt); return(ret); }
public override bool BoltStrike(DC_Bolt bolt) { if (!chest.broken) { return(false); } avatar.BoltStrike(this, bolt); return(false); }