コード例 #1
0
ファイル: Grenade.cs プロジェクト: cgjshooter/cgjshooter
    public void affect(GameObject target)
    {
        var e = target.GetComponent <ITarget>();

        if (e != null && target != this.shooter && !e.invulnerable)
        {
            var   d      = this.transform.position - target.transform.position;
            float damage = dampeningFunction.Evaluate(Mathf.Clamp(Vector3.Magnitude(d) / this.effectRadius, 0f, 1f)) * this.damage;
            if (curOther == target)
            {
                damage = this.damage;
                Debug.Log("Use this damage");
            }
            Debug.Log("damage: " + damage);

            float blocked   = damage * Mathf.Clamp((e.armor), 0.1f, 1f);
            float before    = e.hitPoints;
            float rawDamage = damage - blocked;
            e.hitPoints -= rawDamage;

            StatisticManager.calculateDamageStatistics(this, target, damage, rawDamage);
            if (this.shooter.tag == "Player")
            {
                StatisticManager.calculateHitStatistics(this.shooter.GetComponent <Player>(), target.tag == "Player" ? StatisticManager.Targets.enemy : StatisticManager.Targets.spawner,
                                                        1);
            }
            //Weaken armor by blocked amount. Divider is just some weakening value that needs to be tweaked.
            e.armor -= blocked / 15f;
            if (e.armor < 0)
            {
                e.armor = 0f;
            }

            if (e.dead && before > 0)
            {
                // Target just died
                StatisticManager.calculateKillStatistics(this, target);
            }
        }
    }
コード例 #2
0
ファイル: Bullet.cs プロジェクト: cgjshooter/cgjshooter
    public void affect(GameObject target)
    {
        var e = target.GetComponent <ITarget>();

        if (!GameConfig.friendlyFire && this.shooter != null && this.shooter.tag == "Player" && target.tag == "Player")
        {
            return;
        }
        if (e != null && target != this.shooter && !e.invulnerable)
        {
            float blocked   = this.damage * Mathf.Clamp((e.armor), 0.1f, 1f);
            float before    = e.hitPoints;
            float rawDamage = this.damage - blocked;
            e.hitPoints -= rawDamage;

            StatisticManager.calculateDamageStatistics(this, target, this.damage, rawDamage);
            if (this.shooter.tag == "Player")
            {
                StatisticManager.calculateHitStatistics(
                    this.shooter.GetComponent <Player>(),
                    target.tag == "Enemy" ? StatisticManager.Targets.enemy : StatisticManager.Targets.spawner,
                    this._bulletToShotRatio);
            }
            //Weaken armor by blocked amount. Divider is just some weakening value that needs to be tweaked.
            e.armor -= blocked / 30f;
            if (e.armor < 0)
            {
                e.armor = 0f;
            }

            if (e.dead && before > 0)
            {
                // Target just died
                StatisticManager.calculateKillStatistics(this, target);
            }
        }
    }