Esempio n. 1
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 public DamageEvent(Turret attackingTurret, Enemy targetEnemy, float damageValue, Health.DamageType type) : base("This is a Damage Event")
 {
     attacker   = attackingTurret;
     target     = targetEnemy;
     damage     = damageValue;
     damageType = type;
 }
Esempio n. 2
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 public void Explode(Health.DamageType damage)
 {
     if (damage == Health.DamageType.Worm || damage == Health.DamageType.Explosion)
     {
         RemoveJoints(this.transform);
         if (blood != null)
         {
             GameObject bp = Instantiate(blood);
             bp.transform.position = this.gameObject.transform.position;
             bp.transform.parent   = this.gameObject.transform;
         }
     }
 }
Esempio n. 3
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    public void playDeath(Health.DamageType cause)
    {
        switch (cause)
        {
        case Health.DamageType.Suffocation:
            playDeathByOxygen();
            break;

        case Health.DamageType.Worm:
            playDeathByWorm();
            break;
        }
    }
Esempio n. 4
0
    /// <summary>
    /// Reduces hit points and returns the damage taken after resistance mitigation.
    /// </summary>
    /// <param name="damageValue">Amount of damage before resistance calculation.</param>
    /// <param name="damageType">The attack's damage type, damage will be mitigated depending on damage type.</param>
    /// <returns></returns>
    public float ReceiveDamage(float damageValue, Health.DamageType damageType)
    {
        float damageTaken = 0;

        if (health.hitPoints > 0)
        {
            damageTaken = health.TakeDamage(damageValue, damageType);
            if (health.hitPoints <= 0)
            {
                Die();
            }
        }
        return(damageTaken);
    }
    public void ApplyAttackedDamage(int p_takenDamage, Health.DamageType p_damageType)
    {
        m_takenDamage = p_takenDamage;

        m_takenDamageType = p_damageType;
    }