private void Avatar_OnDamageTaken(object sender, DamageTakenEventArgs e) { if (this.hitParticleSystem != null) { this.hitParticleSystem.Play(); } }
private void OnUnitDamageTaken(Unit owner, Unit attacker, DamageTakenEventArgs e) { if (owner.ArmorPercentage >= REINFORCE_THRESHOLD) { return; } ToReinforce(attacker); }
protected override void OnDamageTaken(Unit source, DamageTakenEventArgs e) { base.OnDamageTaken(source, e); var player = Zone.ToPlayerOrGetOwnerPlayer(source); if (player == null) { return; } AddThreat(player, new Threat(ThreatType.Damage, e.TotalDamage * 0.9), true); }
protected override void OnDamageTaken(Unit source, DamageTakenEventArgs e) { base.OnDamageTaken(source, e); var player = Zone.ToPlayerOrGetOwnerPlayer(source); if (player == null) { return; } IncrementPlayerScore(player, (int)e.TotalDamage); }
protected override void OnDamageTaken(Unit source, DamageTakenEventArgs e) { base.OnDamageTaken(source, e); var decayChance = _decayChance.Value; var random = FastRandom.NextDouble(); if (decayChance >= random) { var d = Decay; if (d > 0) { d--; Decay = d; } } }
private void Actor_DamageTaken(object?sender, DamageTakenEventArgs e) { if (sender is not Actor actor) { Debug.Fail("Sender must be IActor"); // Do nothing. Looks like error. But client must not down. return; } if (actor.Person.CheckIsDead()) { var deathSoundEffect = _personSoundStorage.GetDeathEffect(actor.Person); deathSoundEffect.CreateInstance().Play(); } else { var impactSoundEffect = _personSoundStorage.GetImpactEffect(actor.Person); impactSoundEffect.CreateInstance().Play(); } }
private void OnUnitDamageTaken(Unit unit, Unit attacker, DamageTakenEventArgs e) { ConnectionHandler.SendEventToNetwork(new NodeAttackedEventArgs(attacker)); if (Interlocked.CompareExchange(ref _damageTaken, 1, 0) == 1) { return; } Logger.Info($"PBS node attacked ({_pbsUnit.Eid}) attacker: {attacker.InfoString}"); Task.Delay(TimeSpan.FromSeconds(30)).ContinueWith(t => { try { _pbsUnit.SendNodeUpdate(PBSEventType.nodeAttacked); } finally { _damageTaken = 0; } }); }
private static void Actor_DamageTaken(object sender, DamageTakenEventArgs e) { Console.WriteLine($"{sender} taken {e.Value} damage"); }
private void Actor_DamageTaken(object sender, DamageTakenEventArgs e) { _logService.Log($"{sender} take damage {e.Value}"); }
private void DamageTaken(object sender, DamageTakenEventArgs eventArgs) { Contract.Requires(CurrentState == State.InflictWounds); Contract.Requires(FullModel.Board[eventArgs.X, eventArgs.Y].Figure != null); Contract.Ensures(CurrentState == Contract.OldValue(CurrentState)); FullModel.Board[eventArgs.X, eventArgs.Y].Figure.RemoveHealth(eventArgs.Damage); if (HasTurn()) { DamageDone(new Point(eventArgs.X, eventArgs.Y)); } }