Esempio n. 1
0
    public override void Attack(Actor a, ParticleSystem blood)
    {
        Vector2      start = bulletStart.position;
        Vector2      end   = start + a.Forward() * 15;
        RaycastHit2D hit;

        if (hit = Physics2D.Raycast(start, a.Forward(), range))
        {
            end = new Vector2(hit.point.x, hit.point.y);
            Damage d = new Damage(a, hit.collider.gameObject, hit.point, damage);
            if (d.onActor())
            {
                Bullet(start, end, blood);
            }
            else
            {
                Bullet(start, end, spark);
            }
            d.Apply();
        }
        else
        {
            Bullet(start, end, null);
        }
    }
Esempio n. 2
0
        public void TakeDamage()
        {
            var barrelCharacter = new CharacterBuilder()
                                  .Attributes(new AttributesBuilder()
                                              .Health(50)
                                              .Defense(0)
                                              .Build())
                                  .Build();
            var fuckingBarrel = new BaseCombatant(barrelCharacter, ArmyType.Other);
            var damage        = new Damage(100);

            damage.Apply(fuckingBarrel);
            Assert.AreEqual(0, fuckingBarrel.Health);
            Assert.IsFalse(fuckingBarrel.IsAlive);
        }
        private void SendDamage()
        {
            if (damageRange > 0 && Damage != null)
            {
                Damage.Sender = sender; // 如果伤害有阵营等附加信息,在 Sender 中携带。
                int victimNum = GetVictimsByLayer(colliders);

                for (int i = 0; i < victimNum; i++)
                {
                    Damage.Apply(colliders[i].gameObject, colliders[i].transform.position - xform.position);
                }
            }

            if (onComplete != null)
            {
                onComplete();
            }
        }
Esempio n. 4
0
        public override void Use(ICombatant combatant)
        {
            var heal = new Damage(-10);

            heal.Apply(combatant);
        }