void DamageTank(DamageTankMsg dmsg) { if (dmsg.TankID == TankID) { health -= dmsg.Amount; UpdateHealthOrStamina(health, 0.0f, 100.0f, 0); } }
static DamageTankMsg ReconstructDamageTankMsg(string message) { string[] parts = message.Split(new char[] { ',' }); DamageTankMsg msg = new DamageTankMsg(); msg.External = true; msg.Amount = float.Parse(parts[0]); msg.FrameNo = int.Parse(parts [1]); msg.TankID = byte.Parse(parts [2]); return(msg); }
void DamageTank(DamageTankMsg msg) { if (!msg.External) { string DeconMsg = DamageTankID + "," + msg.Amount + "," + msg.FrameNo + "," + msg.TankID; WebsockAdaptorSend(DeconMsg); } }
void Update() { if (Input.GetKeyDown(KeyCode.Semicolon)) { DamageTankMsg msg = new DamageTankMsg(0, CurrentFrame, 20.0f); GameUtilities.Broadcast("DamageTank", msg); } if (health <= 0.0f) { FailLevel(); } }
void Update() { if (Input.GetKeyDown(KeyCode.Semicolon)) { DamageTankMsg msg = new DamageTankMsg(0, CurrentFrame, 20.0f); OwningGame.BroadcastMessage("DamageTank", msg, GameUtilities.DONT_CARE_RECIEVER); } if (health <= 0.0f) { FailLevel(); } }
void OnCollisionEnter(Collision collision) { if ((NoCollisions > MaxNoCollisions && !PlayerFriendly) || ((NoCollisions > MaxNoCollisions - PlayerCollisionPenalty) && PlayerFriendly)) { Destroy(gameObject); } NoCollisions++; if (collision.transform.CompareTag("Player")) { print("Player Hit"); if (!PlayerFriendly) { DamageTankMsg msg = new DamageTankMsg(); msg.Amount = Damage; msg.FrameNo = Time.frameCount; msg.TankID = collision.transform.gameObject.GetComponent <TankBody>().GetTankID(); OwningGame.BroadcastMessage("DamageTank", msg, GameUtilities.DONT_CARE_RECIEVER); Destroy(gameObject); } } else if (collision.transform.CompareTag("Enemies")) { print("Enemy Hit"); if (PlayerFriendly) { DamageEnemyMsg msg = new DamageEnemyMsg(); msg.Amount = Damage; msg.TankID = CreatingPLayer; msg.EType = collision.transform.parent.gameObject.GetComponent <Guardian>().GetEnemyType(); msg.EnemyID = collision.transform.parent.gameObject.GetComponent <Guardian>().EnemyID; OwningGame.BroadcastMessage("DamageEnemy", msg, GameUtilities.DONT_CARE_RECIEVER); Destroy(gameObject); } } if (!PlayerFriendly) { Damage -= 2; //MAGIC NUMBER guardians are stupid so they have reduced penalty \ gameObject.GetComponent <MeshRenderer>().material.color /= 8; } else { Damage /= 2; //MAGIC NUMBER so players can exploit bouncing shots too badly gameObject.GetComponent <MeshRenderer>().material.color /= 8; } }