public static damageTypes GetDamageType(damageTypes damage1, damageTypes damage2) { switch (damage1) { case damageTypes.light: switch (damage2) { case damageTypes.medium: return(damageTypes.special1); case damageTypes.heavy: return(damageTypes.special2); default: return(damage1); } break; case damageTypes.medium: switch (damage2) { case damageTypes.medium: return(damage2); case damageTypes.heavy: return(damageTypes.special3); default: return(GetDamageType(damage2, damage1)); } break; case damageTypes.heavy: switch (damage2) { case damageTypes.heavy: return(damage2); default: return(GetDamageType(damage2, damage1)); } break; default: return(damage2); break; } }
public void Break(damageTypes damageType) { for (int i = 0; i < brokenBy.Length; i++) { if (damageType == brokenBy[i]) { if (soundEffectOnBreak) { FindObjectOfType <AudioManager>().PlayClip(soundEffectOnBreak, transform.position); } GetComponent <Collider>().enabled = false; Instantiate(replaceOnBreak, transform.position + Vector3.up * moveBrokenYUp, transform.rotation); Destroy(gameObject); break; } } }
public Weapon(string WeaponName) { Name = WeaponName; switch (Name) { case "dagger": type = weaponTypes.melee; TypeOfDamage = damageTypes.stab; mindamage = 1; maxdamage = 2; break; case "baton": type = weaponTypes.melee; TypeOfDamage = damageTypes.smash; mindamage = 1; maxdamage = 1; break; case "katar": type = weaponTypes.melee; TypeOfDamage = damageTypes.stab; mindamage = 2; maxdamage = 3; break; //just for lulz case "concept-art drawing": type = weaponTypes.melee; TypeOfDamage = damageTypes.smash; mindamage = 1; maxdamage = 1; break; //If you see this ingame, then there is probaby a bug somewhere default: Name = "Default_Weapon"; type = weaponTypes.melee; TypeOfDamage = damageTypes.smash; mindamage = 1; maxdamage = 1; break; } if (type == weaponTypes.melee) { Appearance = ')'; Color = ConsoleColor.White; } }
public void Break(damageTypes damageType) { timeTracker.timeLeft = -1; GetComponent <Breakable>().Break(damageType); }
public void SetBaseBullet(UpgradeStats stats, Transform target, damageTypes bulletDamageType) { this.stats = stats; this.target = target; myDamageType = bulletDamageType; }
public void SetBullet(UpgradeStats stats, float rotaionspeed, Transform target, damageTypes myDamageType) { this.rotationspeed = rotaionspeed; SetBaseBullet(stats, target, myDamageType); }