/// <summary> /// Check if angle of hit point is in range of recoil /// </summary> /// <param name="hitInfo"></param> /// <returns></returns> protected virtual bool InRecoilRange(vHitInfo hitInfo) { var center = new Vector3(transform.position.x, hitInfo.hitPoint.y, transform.position.z); var euler = (Quaternion.LookRotation(hitInfo.hitPoint - center).eulerAngles - transform.eulerAngles).NormalizeAngle(); return(euler.y <= hitProperties.recoilRange); }
/// <summary> /// Listener of Damage Event /// </summary> /// <param name="hitInfo"></param> public virtual void OnDamageHit(vHitInfo hitInfo) { vDamage damage = new vDamage(hitInfo.attackObject.damage); damage.sender = transform; damage.reaction_id = currentReactionID; damage.recoil_id = currentRecoilID; if (this.activeRagdoll) { damage.activeRagdoll = this.activeRagdoll; } if (this.attackName != string.Empty) { damage.attackName = this.attackName; } if (this.ignoreDefense) { damage.ignoreDefense = this.ignoreDefense; } /// Calc damage with multiplier /// and Call ApplyDamage of attackObject damage.damageValue *= damageMultiplier > 1 ? damageMultiplier : 1; hitInfo.attackObject.ApplyDamage(hitInfo.hitBox, hitInfo.targetCollider, damage); onDamageHit.Invoke(hitInfo); }
public void PlayHitEffects(vHitInfo hitInfo) { if (audioSource != null && hitSounds.Length > 0) { var clip = hitSounds[UnityEngine.Random.Range(0, hitSounds.Length)]; var audioObj = Instantiate(audioSource, transform.position, transform.rotation) as GameObject; audioObj.GetComponent <AudioSource>().PlayOneShot(clip); } }
/// <summary> /// Listener of Recoil Event /// </summary> /// <param name="hitInfo"></param> public virtual void OnRecoilHit(vHitInfo hitInfo) { if (hitProperties.useRecoil && InRecoilRange(hitInfo) && !inRecoil) { inRecoil = true; var id = currentRecoilID; fighter.OnRecoil(id); onRecoilHit.Invoke(hitInfo); Invoke("ResetRecoil", 1f); } }
public void PlayRecoilEffects(vHitInfo hitInfo) { if (audioSource != null && recoilSounds.Length > 0) { var clip = recoilSounds[UnityEngine.Random.Range(0, recoilSounds.Length)]; var audioObj = Instantiate(audioSource, transform.position, transform.rotation) as GameObject; audioObj.GetComponent <AudioSource>().PlayOneShot(clip); } if (recoilParticles.Length > 0) { var particles = recoilParticles[UnityEngine.Random.Range(0, recoilParticles.Length)]; var hitrotation = Quaternion.LookRotation(new Vector3(transform.position.x, hitInfo.hitPoint.y, transform.position.z) - hitInfo.hitPoint); if (particles != null) { Instantiate(particles, hitInfo.hitPoint, hitrotation); } } }
/// <summary> /// Call Back of hitboxes /// </summary> /// <param name="hitBox">vHitBox object</param> /// <param name="other">target Collider</param> public virtual void OnHit(vHitBox hitBox, Collider other) { //Check first contition for hit if (canApplyDamage && !targetColliders[hitBox].Contains(other.gameObject) && (meleeManager != null && other.gameObject != meleeManager.gameObject)) { var inDamage = false; var inRecoil = false; if (meleeManager == null) { meleeManager = GetComponentInParent <vMeleeManager>(); } //check if meleeManager exist and apply his hitProperties to this HitProperties _hitProperties = meleeManager.hitProperties; /// Damage Conditions if (((hitBox.triggerType & vHitBoxType.Damage) != 0) && _hitProperties.hitDamageTags == null || _hitProperties.hitDamageTags.Count == 0) { inDamage = true; } else if (((hitBox.triggerType & vHitBoxType.Damage) != 0) && _hitProperties.hitDamageTags.Contains(other.tag)) { inDamage = true; } else ///Recoil Conditions if (((hitBox.triggerType & vHitBoxType.Recoil) != 0) && (_hitProperties.hitRecoilLayer == (_hitProperties.hitRecoilLayer | (1 << other.gameObject.layer)))) { inRecoil = true; } if (inDamage || inRecoil) { ///add target collider in list to control frequency of hit him targetColliders[hitBox].Add(other.gameObject); vHitInfo hitInfo = new vHitInfo(this, hitBox, other, hitBox.transform.position); if (inDamage == true) { /// If meleeManager /// call onDamageHit to control damage values /// and meleemanager will call the ApplyDamage after to filter the damage /// if meleeManager is null /// The damage will be directly applied /// Finally the OnDamageHit event is called if (meleeManager) { meleeManager.OnDamageHit(hitInfo); } else { damage.sender = transform; ApplyDamage(hitBox, other, damage); } onDamageHit.Invoke(hitInfo); } /// Recoil just work with OnRecoilHit event and meleeManger if (inRecoil == true) { if (meleeManager) { meleeManager.OnRecoilHit(hitInfo); } onRecoilHit.Invoke(hitInfo); } } } }