Exemple #1
0
 /// <summary>
 /// Called by the player observing their projectile making contact with this character to inflict
 /// damage to this character. This must never be called from an RPC.
 /// </summary>
 /// <param name='damager'>
 /// An interface to the object dealing the damage.
 /// </param>	
 void IDamageTaker.TakeDamage(IDamageDealer damageDealer)
 {
     if (!IsDying)
     {
         float damage = damageDealer.GetDamage();
         // Tell the master client that this character is taking damage
         photonView.RPC("RPCBoss3TakeDamage", PhotonTargets.All, damage, (damageDealer.IsOwnedByPlayer() ? damageDealer.GetOwningPlayer() : null) );
     }
     else
     {
         // Ignore if the character is already dying
     }
 }
Exemple #2
0
 /// <summary>
 /// Called by the player observing their projectile making contact with this character to inflict
 /// damage to this character. This must never be called from an RPC.
 /// </summary>
 /// <param name='damager'>
 /// An interface to the object dealing the damage.
 /// </param>	
 void IDamageTaker.TakeDamage(IDamageDealer damageDealer)
 {
     if (!IsDying)
     {
         float damage = damageDealer.GetDamage();
         // Tell the master client that this character is taking damage
         photonView.RPC("RPCBoss2TakeDamage", PhotonTargets.All, damage, (damageDealer.IsOwnedByPlayer() ? damageDealer.GetOwningPlayer() : null) );
         // If we clearly doomed the character, begin its VISIBLE death sequence here. The master
         // client will eventually destroy it from the game.
         if (hitPoints - damage < MinHitpointsBeforeFrag)
         {
             BeginDying(); // This will flag the character as dying
         }
     }
     else
     {
         // Ignore if the character is already dying
     }
 }