/// <summary> /// The response on damage /// </summary> /// <param name="objectKiller">Object who make damage</param> /// <param name="isParticle"> Flag if is particle</param> public override void ReactionOnFire(KillingObject objectKiller, bool isParticle) { //undo reaction(response) if godmode or rewind on if ((godMode && !objectKiller.killGodMode) || Rewinder.instance.isRewindOn) { return; } if (isParticle) { VisualDamage(transform.position); } else { VisualDamage(transform.position); } //set damage and if is deadly this object dead if (SetDamage(objectKiller.damage)) { Death(objectKiller.deathName); } else { base.ReactionOnFire(objectKiller, isParticle); } }
public virtual void ReactionOnFire(KillingObject objectKiller, bool isParticle) { var course = (objectKiller.transform.position - transform.position).normalized; rBody.AddForceAtPosition(-course * reactionForce, transform.position - course); }