Esempio n. 1
0
        /// <summary>
        /// This is how we hook keyboard/other input.
        /// </summary>
        /// <param name="input"></param>
        /// <param name="allowFull"></param>
        /// <returns></returns>
        public override bool UpdatePlayerActionInput(InputState input, bool allowFull)
        {
            // this is a simple, hard coded example to handle input from a player
            // we can probably add some kind of modifier key here for doing something else cool
            if (input.IsKeyReleased(Keys.OemPlus))
            {
                bool canAutoTarget  = false;
                bool canTargetSpace = false;
                bool isAutoTarget;
                bool isTargetBlocked;

                // find something to kill
                ITarget targetHere = this._world.Cursor.GetTargetHere(canAutoTarget, canTargetSpace, out isAutoTarget, out isTargetBlocked);
                if (null != targetHere)
                {
                    // output some data to the debug log
                    DebugLog.Write("Terminating target: {0}", targetHere.DisplayName);

                    // kill it
                    Damage.ApplyDamage(targetHere, targetHere.Health);
                }
            }

            return(base.UpdatePlayerActionInput(input, allowFull));
        }
Esempio n. 2
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    public void StopDrawingLine(InputAction.CallbackContext context)
    {
        Vector2Control mousePos = Mouse.current.position;

        endPos = cam.ScreenToWorldPoint(new Vector3(mousePos.x.ReadValue(), mousePos.y.ReadValue()));
        var dmg = new Damage(startPos, endPos, 5000f);

        dmg.ApplyDamage(new TileManager[] { });
    }
Esempio n. 3
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        public void Fire(Transform transform, WeaponFx fx, TileManager tileManager)
        {
            Quaternion dir      = transform.rotation;
            Vector3    startPos = transform.position;
            Vector3    endPos   = startPos + dir * Vector3.up * range;
            var        dmg      = new Damage(startPos, endPos, baseDamage);

            (Vector3 hitPos, Vector3 endHitPos) = dmg.ApplyDamage(new[] { tileManager });
            fx.ApplyFX(startPos, endHitPos, hitPos);
        }
Esempio n. 4
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    private void OnTriggerEnter2D(Collider2D collider)
    {
        if (collider.tag == "IgnoreLasers")
        {
            return;
        }

        if (damage == null)
        {
            return;
        }

        damage.ApplyDamage(collider.gameObject);
        LaserTrigger effect = GameManager.ObjectPooler.Get <LaserTrigger>();

        effect.Initialize(transform.position);
        Disable();
    }