public void SendPlayerDamage(int DamageAmount, Transform Target, EmeraldAISystem EmeraldComponent, bool CriticalHit = false)
        {
            if (!m_Initialised)
            {
                Initialise();
            }

            // Store the AI
            m_AI = EmeraldComponent;

            // Apply damage
            if (m_HealthManager != null)
            {
                m_HealthManager.AddDamage(DamageAmount, CriticalHit, this);
            }

            // Kick the camera position & rotation
            if (m_HeadKicker != null)
            {
                // Get direction of attack
                var direction = transform.position - EmeraldComponent.transform.position;
                direction.y = 0;
                direction.Normalize();

                m_HeadKicker.KickPosition(direction * k_KickDistance, k_KickDuration);
                m_HeadKicker.KickRotation(Quaternion.AngleAxis(k_KickRotation, Vector3.Cross(direction, Vector3.up)), k_KickDuration);
            }
        }
Exemple #2
0
        /// <summary>
        /// Attempt to damage the Target.
        /// </summary>
        /// <returns>Return true if an attack was made (whether damage was done or not)</returns>
        IEnumerator DamageTarget()
        {
            IAiWeapon weapon = m_AiCharacter.quickSlots.selected.GetComponent <IAiWeapon>();

            if (weapon == null)
            {
                yield return(null);
            }

            var character = currentTarget.GetComponent <NeoFPS.ICharacter>();

            if (character == null)
            {
                yield return(null);
            }

            var kicker = character.headTransformHandler.GetComponent <NeoFPS.AdditiveKicker>();

            if (kicker == null)
            {
                yield return(null);
            }

            m_AiAnimator.SetTrigger("Attack");
            m_CurrentStatus = TaskStatus.Running;
            yield return(new WaitForSeconds(weapon.timeToImpact));

            bool isCritical = false;

            m_TargetHealthManager.AddDamage(weapon.damageAmount, isCritical, this);

            // Get direction of attack
            var direction = m_Target.Value.transform.position - transform.position;

            direction.y = 0;
            direction.Normalize();

            // Kick the camera position & rotation
            kicker.KickPosition(direction * weapon.kickDistance, weapon.kickDuration);
            kicker.KickRotation(Quaternion.AngleAxis(weapon.kickRotation, Vector3.Cross(direction, Vector3.up)), weapon.kickDuration);

            yield return(new WaitForSeconds(weapon.recoveryTime));

            m_CurrentStatus = TaskStatus.Success;
        }