public static void SetObjectGetHurt(CObjectGetHurt objectGetHurt, GC_OBJGETHURT gcObjectGetHurt)
 {
     objectGetHurt.sceneId     = gcObjectGetHurt.SceneId;
     objectGetHurt.objId       = gcObjectGetHurt.ObjId;
     objectGetHurt.attackObjId = gcObjectGetHurt.AttackObjId;
     objectGetHurt.damage      = gcObjectGetHurt.Damage;
     objectGetHurt.objDead     = gcObjectGetHurt.ObjDead;
     objectGetHurt.deathNumber = gcObjectGetHurt.DeathNumber;
 }
Esempio n. 2
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    public void ReceiveObjGetHurt(object parm)
    {
        LogModule.DebugLog("ReceiveObjGetHurt");
        if (mBattleState != BattleState.prepare && mBattleState != BattleState.Start)
        {
            LogModule.DebugLog("AssetNotOk");
            return;
        }
        CObjectGetHurt tObjHurt = GameFacade.GetProxy <BattleProxy>().ObjectGetHurt;

        if (mSceneID != tObjHurt.sceneId)
        {
            return;
        }
        mSquadGameObjDict[tObjHurt.objId].GetComponent <SquadController>().SetSquadHP(tObjHurt.damage, mSquadGameObjDict[tObjHurt.attackObjId].transform);
        if (tObjHurt.deathNumber != 0)
        {
            mSquadGameObjDict[tObjHurt.objId].GetComponent <SquadController>().UnitDie(tObjHurt.deathNumber, mSquadGameObjDict[tObjHurt.attackObjId].transform);
        }
        if (tObjHurt.objDead == 1)
        {
            mSquadGameObjDict[tObjHurt.objId].GetComponent <SquadController>().SquadDeath();
        }
    }