Esempio n. 1
0
    void Damageable.Dot(DotFrame frame)
    {
        if (Invulnerable)
        {
            return;
        }

        if (Faction != Factions.AgainstAll)
        {
            if (frame.attacker != null)
            {
                if (frame.attacker.Faction != Factions.AgainstAll)
                {
                    if (frame.attacker.Faction == Faction)
                    {
                        return;
                    }
                }
            }
        }

        //these would stick forever
        if (frame.damagePerApplication <= 0)
        {
            return;
        }

        OnDot.Invoke(frame);

        if (frame.attacker != null)
        {
            if (frame.attacker.Faction == Factions.Player)
            {
                frame.totalDamage = (int)System.Math.Round((double)frame.totalDamage * ((double)Difficulty.PlayerDamage / 100d));
            }
            else
            {
                frame.totalDamage = (int)System.Math.Round((double)frame.totalDamage * ((double)Difficulty.EnemyDamage / 100d));
            }
        }

        GameObject ailment = new GameObject("dot");

        ailment.transform.SetParent(transform);
        DotStack d = ailment.AddComponent <DotStack>();

        d.damageType           = frame.damageType;
        d.totalDamage          = frame.totalDamage;
        d.damagePerApplication = frame.damagePerApplication;
    }
Esempio n. 2
0
    void Damageable.Dot(DotFrame frame)
    {
        if (frame.damageType != DamageType.Fire)
        {
            return;
        }

        if (BurningEffectPrefab != null)
        {
            if (burningEffect == null)
            {
                burningEffect = Instantiate(BurningEffectPrefab, transform.position, Quaternion.identity, transform);
            }
        }
    }