public void TakeDamage(MPlayerController.DamageInfo damageInfo) { if (!isServer) { DebugHUD.Debugg("TDmg not SRV"); return; } if (Invulnerable) { DebugHUD.Debugg("Invul"); return; } currentHealth -= damageInfo.amount; var testLocalObj = NetworkServer.FindLocalObject(damageInfo.netId); DebugHUD.Debugg("damage: " + damageInfo.amount + "src: " + (testLocalObj ? testLocalObj.name : "null")); if (currentHealth <= 0) { currentHealth = maxHealth; var damageSource = NetworkServer.FindLocalObject(damageInfo.netId); var player = damageSource.GetComponent <MPlayerController>(); if (player) { player.RpcGetAKill(); } //damageInfo.source.RpcGetAKill(); RpcRespawn(); } }
void RpcRecordScore(Scoreboard.LedgerEntry le) { setLedgerLocal(le); scoreboard.UpdateDisplay(le); DebugHUD.Debugg("record Score: " + le.ToString() + " is cli: " + isClient); player.testGetNewScore(le); }
void CmdEquip(int wIndex) { DebugHUD.Debugg("cmd equip: " + wIndex); for (int i = 0; i < _svLookup.Count; ++i) { _svLookup[i] = _svLookup[i].CloneEquiped(i == wIndex); _svLookup.Dirty(i); } }
internal void BeDead() { if (isDead) { return; } DebugHUD.Debugg("start dead"); isDead = true; arsenal.loseAll(); StartCoroutine(goToWaitingRoom()); }
public void SetDamageSourceId(NetworkInstanceId _netId) { if (!isServer) { DebugHUD.Debugg("not server set dmg src id"); return; } DebugHUD.Debugg("setting dmg "); damage = new MPlayerController.DamageInfo() { amount = collisionDamage, netId = _netId }; }
private IEnumerator goToWaitingRoom() { suspendFixedUpdateMovement = true; respawner.placeInWaitingRoom(this, () => { DebugHUD.Debugg("wroom callback"); teleportToRespawnLocation(() => { isDead = false; }); }); yield return(new WaitForSeconds(.1f)); suspendFixedUpdateMovement = false; }
private void OnCollisionEnter(Collision collision) { if (collisionDealsDamage) { var health = collision.gameObject.GetComponentInParent <Health>(); // collision.collider.GetComponent<Health>(); if (health) { DebugHUD.Debugg("BulletColl " + collision.collider.name); health.TakeDamage(damage); GetComponent <Collider>().enabled = false; GetComponent <Rigidbody>().isKinematic = true; GetComponent <Renderer>().enabled = false; if (explodeParticles) { explodeParticles.Play(); Destroy(gameObject, explodeParticles.main.duration); } else { Destroy(gameObject); } } } }
private void debugLE(string s, Scoreboard.LedgerEntry le) { DebugHUD.Debugg(string.Format("{0} : {1} {2}", (isClient ? "CLI" : "SRV"), s, le.ToString())); }
public void dbugWithName(string s) { DebugHUD.Debugg(string.Format("{0}: {1} {2}", playerData.displayName, cliServer, s)); }
private void CmdFire(Vector3 origin, Vector3 direction) { if (!canShoot) { return; } Weapon weapon = arsenal.equipedWeapon; Assert.IsTrue(weapon); //weapon.playFire(); if (!testMute && aud) { aud.Play(); } else if (testMute) { DebugHUD.Debugg("test muted"); } StartCoroutine(shotTimer()); var destination = origin + direction * 1000f; RaycastHit shootHitInfo; if (!weapon.bulletPrefab.collisionDealsDamage) { if (Physics.Raycast(origin, direction, out shootHitInfo, 1000f)) { var health = shootHitInfo.collider.GetComponent <Health>(); if (health && health != localHealth) { health.TakeDamage(new DamageInfo() { amount = 10, netId = netId }); } } } var goBullet = (GameObject)Instantiate( weapon.bulletPrefab.gameObject, bulletSpawn.position, bulletSpawn.rotation); goBullet.GetComponent <Rigidbody>().velocity = direction; var bullet = goBullet.GetComponent <Bullet>(); bullet.damage = new DamageInfo() { amount = bullet.collisionDamage, netId = netId }; goBullet.GetComponent <Bullet>().info = new Bullet.BulletInfo() { destination = destination }; NetworkServer.Spawn(goBullet); // Destroy the bullet after 25 seconds Destroy(goBullet, 25.0f); }
void Update() { //updateDbugLR(); if (!isLocalPlayer) { return; } if (suspendControls) { return; } Vector3 lookTarget; Ray camRay = GetCamRay(); ikAimWeapon.aimTargetPos = camRay.origin + camRay.direction * 100f; if (arsenal.isArmed) { Ray shootRay = new Ray(); if (Input.GetMouseButton(0) || Input.GetMouseButtonDown(1)) { shootRay = shootDirection(camRay, out lookTarget); ikAimWeapon.aimTargetPos = lookTarget; } if (Input.GetMouseButtonDown(1)) { thirdCam.shouldAim.Value = true; } else if (Input.GetMouseButtonUp(1)) { thirdCam.shouldAim.Value = false; } if (Input.GetMouseButton(0)) { ikAimWeapon.shouldAim = true; CmdFire(bulletSpawn.position, shootRay.direction); } else { ikAimWeapon.shouldAim = false; } } else { //DEBUG if (Input.GetMouseButtonDown(0)) { DebugHUD.Debugg("Not armed "); } } if (Input.GetKeyDown(KeyCode.Space)) { StartCoroutine(jump()); } if (Input.GetKeyDown(KeyCode.Alpha1)) { arsenal.nextWeapon(); } //TEST if (Input.GetKeyDown(KeyCode.H)) { BeDead(); } if (Input.GetKeyDown(KeyCode.M)) { CmdToggleTestMute(); } inputXZ = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); animState.updateAnimator(new StateInput() { xz = inputXZ }); }