Exemple #1
0
    public void OnDetonated(Missile missile)
    {
        List <Actor> alist = new List <Actor>();

        Actor.GetActorsInRadius(missile.transform.position, missile.explodeRadius, Teams.Allied, TeamOptions.BothTeams, alist);
        foreach (Actor act in alist)
        {
            if (act != missile.actor)
            {
                Debug.Log("APassed damage radius checkS");
                if (AIDictionaries.reverseAllActors.ContainsKey(act))
                {
                    Message_MissileDamage dmgMessage = new Message_MissileDamage(PlayerManager.localUID);
                    dmgMessage.actorTobeDamaged = AIDictionaries.reverseAllActors[act];
                    dmgMessage.damage           = missile.explodeDamage;

                    Debug.Log("sending missile damage");
                    if (Networker.isHost)
                    {
                        NetworkSenderThread.Instance.SendPacketAsHostToAllClients(dmgMessage, Steamworks.EP2PSend.k_EP2PSendReliable);
                        //NetworkSenderThread.Instance.SendPacketToSpecificPlayer(Networker.hostID, dmgMessage, Steamworks.EP2PSend.k_EP2PSendReliable);
                    }
                    else
                    {
                        NetworkSenderThread.Instance.SendPacketToSpecificPlayer(Networker.hostID, dmgMessage, Steamworks.EP2PSend.k_EP2PSendReliable);
                    }
                }
            }
        }
    }
Exemple #2
0
    public static void MissileDamage(Packet packet)
    {
        Message_MissileDamage lastMissileDamageMessage = ((PacketSingle)packet).message as Message_MissileDamage;

        //ignore damage message from same player
        //if (lastMissileDamageMessage.networkUID == PlayerManager.localUID)
        //return;

        ulong actorTodamage = lastMissileDamageMessage.actorTobeDamaged;

        Debug.Log("applying missile damage");
        if (VTOLVR_Multiplayer.AIDictionaries.allActors.ContainsKey(actorTodamage))
        {
            Actor act = VTOLVR_Multiplayer.AIDictionaries.allActors[actorTodamage];
            if (act != null)
            {
                act.health.Damage(lastMissileDamageMessage.damage, act.position, Health.DamageTypes.Impact, null);
            }

            Debug.Log("applied");
        }
    }