// called when we have been hit by a melee attack override public bool OnMeleeAttackHit(APCharacterController character, APHitZone hitZone) { if (m_meleeAttackCanCatch) { HandleCatch(character); } // always ignore hit for now return(false); }
// called when we have been hit by a melee attack override public bool OnMeleeAttackHit(APCharacterController character, APHitZone hitZone) { // Do nothing if player is currently blinking APSamplePlayer samplePlayer = character.GetComponent <APSamplePlayer>(); if (samplePlayer && samplePlayer.IsGodModeEnabled()) { return(false); } return(AddHitDamage(hitZone.m_damage)); }
// called when we have been hit by a melee attack override public void OnMeleeAttackHit(APCharacterController character, APHitZone hitZone) { // do nothing if already dead if (IsDead()) { return; } // prevent checking hits too often if (Time.time < m_lastHitTime + m_minTimeBetweenTwoReceivedHits) { return; } // save current hit time m_lastHitTime = Time.time; // reduce hit count m_hitCount -= 1; // handle death & callbacks if (m_hitCount <= 0) { m_hitCount = 0; // launch die animation if (m_anim) { m_anim.Play("explode", 0, 0f); } } else { // launch hit animation if (m_anim) { m_anim.Play("hit", 0, 0f); } } }
public void OnSceneGUI() { APHitZone oHitZone = (APHitZone)target; // simply draw hit zone if (oHitZone.m_active && oHitZone.gameObject.activeInHierarchy) { Vector3 pointPos = oHitZone.transform.position; Color color = Color.green; color.a = 0.5f; Handles.color = color; Vector3 newPos = Handles.FreeMoveHandle(pointPos, Quaternion.identity, oHitZone.m_radius * 2f, Vector3.zero, Handles.SphereHandleCap); if (newPos != pointPos) { Undo.RecordObject(oHitZone.transform, "Move Hit Zone"); oHitZone.transform.position = newPos; // mark object as dirty EditorUtility.SetDirty(oHitZone); } } }
// called when we have been hit by a melee attack // - launcher : character controller launching the attack // - hitZone : hitzone detecting the hit virtual public void OnMeleeAttackHit(APCharacterController launcher, APHitZone hitZone) { }
// called when we have been hit by a melee attack override public void OnMeleeAttackHit(APCharacterController character, APHitZone hitZone) { AddHitDamage(hitZone.m_damage); }
// called when we have been hit by a melee attack override public bool OnMeleeAttackHit(APCharacterController character, APHitZone hitZone) { return(HandleHit()); }
// called when we have been hit by a melee attack // - launcher : character controller launching the attack // - hitZone : hitzone detecting the hit // - return false if you want engine to ignore the hit virtual public bool OnMeleeAttackHit(APCharacterController launcher, APHitZone hitZone) { return(false); }