Esempio n. 1
0
    void DealDamage()
    {
        Vector3            bombPos = GetTransform().localPosition;
        List <IDamageable> targets = CollisionsHelper.GetAllDamageableTargetsInArea(bombPos, m_DamageRadius);

        if (targets != null && targets.Count > 0)
        {
            for (int i = 0; i < targets.Count; i++)
            {
                Vector3 directionToTarget = targets[i].GetTransform().localPosition - bombPos;
                float   distance          = directionToTarget.magnitude;
                float   damage            = Mathf.Lerp(m_MaxDamage, m_MinDamage, distance / m_DamageRadius);
                Debug.Log(string.Format("Target {0}: distance = {1}, original damage = {2}", i, distance, damage));
                if (CollisionsHelper.CheckCollisionWithWall(bombPos, directionToTarget, distance))
                {
                    Debug.Log("There is wall between -> decrease damage");
                    damage *= m_WallDamageMultiplier;
                }
                Debug.LogWarning(string.Format("Final Damage {0}", damage));
                targets[i].DealDamage(ref damage);
            }
        }
    }