public void Dying() { List <Soldier> soldiers = FindOpponentSoldiers(mark, position, (s) => { return(withinCircleArea(position, attackArea, s.position)); }); for (int i = 0; i < soldiers.Count; i++) { soldiers[i].Hurt(damage, hurtType, false, this); } debuffHandler.Destory(); buffHandler.Destory(); RenderMessage message = new RenderMessage(); message.type = RenderMessage.Type.CrystalCarDestroy; message.ownerId = id; message.direction = direction.vector3; message.arguments.Add("mark", mark); PostRenderMessage(message); ChangeState(CrystalCarState.DEATH, fsmDead); }
public virtual void Dying() { ChangeState(NpcState.DYING, fsmDying); debuffHandler.Destory(); buffHandler.Destory(); RenderMessage renderMessage = new RenderMessage(); renderMessage.type = RenderMessage.Type.NpcDeath; renderMessage.ownerId = id; PostRenderMessage(renderMessage); }
public void Dying() { RenderMessage message = new RenderMessage(); message.type = RenderMessage.Type.DemolisherDestroy; message.ownerId = id; message.direction = direction.vector3; message.arguments.Add("mark", mark); PostRenderMessage(message); debuffHandler.Destory(); buffHandler.Destory(); ChangeState(DemolisherState.DEATH, fsmDead); }