Esempio n. 1
0
    void CheckForEnemiesInRadius()
    {
        int hits = 0;

        Collider[] objectsInRange = Physics.OverlapSphere(transform.position, damageRadius);

        foreach (Collider col in objectsInRange)
        {
            if (col.gameObject.tag == "Structure")
            {
                StructureController structure = col.gameObject.GetComponent <StructureController>();

                if (structure != null)
                {
                    structure.TakeDamage(damage);
                }
            }
            else if (col.gameObject.tag == "Turret")
            {
            }
            else if (col.gameObject.tag == "Enemy")
            {
                EnemyBulletController enemy = col.GetComponent <EnemyBulletController>();

                if (enemy != null)
                {
                    float proximity    = (transform.position - enemy.transform.position).magnitude;
                    float effect       = 1 - (proximity / damageRadius);
                    float damageAmount = (damage * effect);
                    damageAmount = Mathf.Clamp(damageAmount, 1.0f, damage);

                    enemy.DealDamage(damage);

                    hits++;
                }
            }
        }

        if (hits > 0)
        {
            ExpireMe();
        }
    }
    void CheckForEnemiesInRadius()
    {
        Collider[] objectsInRange = Physics.OverlapSphere(transform.position, controller.damageRadius);

        float damage = controller.damage;

        foreach (Collider col in objectsInRange)
        {
            if (col.gameObject.tag == "Structure")
            {
                StructureController structure = col.gameObject.GetComponent <StructureController>();
                Debug.DrawLine(transform.position, col.gameObject.transform.position, Color.red, 2.0f);

                if (structure != null)
                {
                    float proximity = (transform.position - structure.transform.position).magnitude;
                    float effect    = 1 - (proximity / controller.damageRadius);

                    float damageAmount = (damage * effect);
                    damageAmount = Mathf.Clamp(damageAmount, 1.0f, damage);

                    structure.TakeDamage(damageAmount);
                }
            }
            else if (col.gameObject.tag == "Turret")
            {
                TurretBarrelController turret = col.gameObject.GetComponent <TurretBarrelController>();
                Debug.DrawLine(transform.position, col.gameObject.transform.position, Color.red, 2.0f);

                if (turret != null)
                {
                    float proximity = (transform.position - turret.transform.position).magnitude;
                    float effect    = 1 - (proximity / controller.damageRadius);

                    float damageAmount = (damage * effect);
                    damageAmount = Mathf.Clamp(damageAmount, 1.0f, damage);

                    turret.TakeDamage(damageAmount);
                }
            }
        }
    }