コード例 #1
0
ファイル: Player.cs プロジェクト: validatesock/HaVRest
    void HandleStatUsageEvent(StatUsageTriggerEvent sute)
    {
        PlayerSkill skill = mPlayerSkills.GetPlayerSkill(sute.Skill);

        if (skill.Level < skill.Max)
        {
            skill.Uses++;
            // TODO (James): Come up with a better leveling curve
            if (skill.Uses >= skill.Level * 10)
            {
                skill.Level++;
            }
        }
    }
コード例 #2
0
ファイル: TestTool.cs プロジェクト: validatesock/HaVRest
    protected override void HandleItemCollisionEnter(Collision col)
    {
        Debug.Log(col.gameObject.name);
        if (col != null)
        {
            StatUsageTriggerEvent sute = new StatUsageTriggerEvent(skillType);
            SEEventManager.Instance.TriggerEvent(sute);

            Debug.Log("Collision enter with: " + col.gameObject.name);
            PhysicalObject physObj = col.gameObject.GetComponent <PhysicalObject>();
            if (physObj != null)
            {
                float resistance = physObj.GetPhysicalResistanceByImpactType(sImpactType);

                // Do something here I dunno. Some random thoughts.  Apply damage? I dunno. We'd need to apply the strength to a tree or something.
                Debug.Log("Collision object had a resistance of: " + resistance);
                Debug.Log("Strength of this object is: " + sImpactStrength);
            }
        }
    }