public static DamageTargetType DamageTargetType(this PlayerDamageType playerDamageType) { switch (playerDamageType) { case PlayerDamageType.HeavyLaser: case PlayerDamageType.LightLaser: return(BLL.DamageTargetType.Single); case PlayerDamageType.Pulse: return(BLL.DamageTargetType.All); case PlayerDamageType.Rocket: return(BLL.DamageTargetType.Single); case PlayerDamageType.InterceptorsMultiple: //TODO: Do we need to distinguish between all (closest) and all (actually all)? return(BLL.DamageTargetType.All); case PlayerDamageType.InterceptorsSingle: return(BLL.DamageTargetType.Single); default: throw new InvalidOperationException(); } }
internal PlayerDamage(int amount, PlayerDamageType playerDamageType, IEnumerable <int> affectedDistances, IList <ZoneLocation> affectedZones) { Amount = amount; PlayerDamageType = playerDamageType; AffectedDistances = affectedDistances; AffectedZones = affectedZones; }
// makes player lose health public void TakeDamage(int damage, PlayerDamageType damageType) { if (!isInvincible) { // damage health -= damage; PlayerHUD.instance.UpdateHealth(health); // set correct invincibility switch (damageType) { case PlayerDamageType.Block: invincibilityTime = longInvincibilityTime; break; default: invincibilityTime = defaultInvincibilityTime; break; } // damage flash StopCoroutine("DamageFlash"); StartCoroutine("DamageFlash"); // kill enemy if health reaches 0 if (health <= 0) { Die(); } } }
public PlayerDamage(int amount, PlayerDamageType playerDamageType, int range, IList <ZoneLocation> zoneLocations) { Amount = amount; PlayerDamageType = playerDamageType; Range = range; ZoneLocations = zoneLocations; }
public PlayerDamage(int amount, PlayerDamageType playerDamageType, int range, IList<ZoneLocation> zoneLocations) { Amount = amount; PlayerDamageType = playerDamageType; Range = range; ZoneLocations = zoneLocations; }
protected Cannon(IEnergyProvider source, int baseDamage, IEnumerable <int> baseAffectedDistances, PlayerDamageType playerDamageType, params ZoneLocation[] affectedZones) { this.source = source; this.baseDamage = baseDamage; this.baseAffectedDistances = baseAffectedDistances; this.playerDamageType = playerDamageType; this.affectedZones = affectedZones; }
protected Cannon(EnergyContainer source, int damage, int range, PlayerDamageType playerDamageType, IList <ZoneLocation> zonesAffected) { this.source = source; this.damage = damage; this.range = range; this.playerDamageType = playerDamageType; this.zonesAffected = zonesAffected; }
protected Cannon(EnergyContainer source, int damage, int range, PlayerDamageType playerDamageType, IList<ZoneLocation> zonesAffected) { this.source = source; this.damage = damage; this.range = range; this.playerDamageType = playerDamageType; this.zonesAffected = zonesAffected; }
public void TakeDamage(float dmg, PlayerDamageType type) { if (alive) { currentHealth -= dmg; if (type == PlayerDamageType.Injure) UIManager.instance.overlay.Show(Color.red); else if (type == PlayerDamageType.Suffocate) UIManager.instance.overlay.Show(Color.blue); //Play damage sound if(soundTimer <= 0) { soundTimer = 0.8f; GetComponent<AudioSource>().PlayOneShot(damageSounds[Random.Range(0, damageSounds.Length - 1)]); } } else Die(); }
public static DamageTargetType DamageTargetType(this PlayerDamageType playerDamageType) { switch (playerDamageType) { case PlayerDamageType.HeavyLaser: case PlayerDamageType.LightLaser: return(BLL.DamageTargetType.Single); case PlayerDamageType.Pulse: return(BLL.DamageTargetType.All); case PlayerDamageType.Rocket: return(BLL.DamageTargetType.Single); case PlayerDamageType.InterceptorsMultiple: return(BLL.DamageTargetType.All); case PlayerDamageType.InterceptorsSingle: return(BLL.DamageTargetType.Single); default: throw new InvalidOperationException(); } }
internal PlayerDamage(int amount, PlayerDamageType playerDamageType, IEnumerable <int> affectedDistances, IList <ZoneLocation> affectedZones, Player performingPlayer, bool requiresTargetingAssistance) : this(amount, playerDamageType, affectedDistances, affectedZones, performingPlayer) { RequiresTargetingAssistance = requiresTargetingAssistance; }
internal PlayerDamage(int amount, PlayerDamageType playerDamageType, IEnumerable <int> affectedDistances, IList <ZoneLocation> affectedZones, Player performingPlayer) : this(amount, playerDamageType, affectedDistances, affectedZones) { PerformingPlayer = performingPlayer; }
protected LaserCannon(IEnergyProvider source, int baseDamage, PlayerDamageType playerDamageType, ZoneLocation currentZone) : base(source, baseDamage, new [] { 1, 2, 3 }, playerDamageType, currentZone) { }
protected Cannon(EnergyContainer source, int damage, int range, PlayerDamageType playerDamageType, ZoneLocation zoneAffected) : this(source, damage, range, playerDamageType, new[] { zoneAffected }) { }
protected LaserCannon(EnergyContainer source, int damage, PlayerDamageType playerDamageType, ZoneLocation currentZone) : base(source, damage, 3, playerDamageType, currentZone) { }