public void CmdRequestMeleeAttack(GameObject victim, GameObject weapon, Vector2 stabDirection, BodyPartType damageZone, LayerType layerType) { if (!playerMove.allowInput || playerScript.IsGhost || !victim || !playerScript.playerHealth.serverPlayerConscious ) { return; } if (!allowAttack) { return; } ItemAttributes weaponAttr = weapon.GetComponent <ItemAttributes>(); // If Tilemap LayerType is not None then it is a tilemap being attacked if (layerType != LayerType.None) { var tileChangeManager = victim.GetComponent <TileChangeManager>(); if (tileChangeManager == null) { return; //Make sure its on a matrix that is destructable } //Tilemap stuff: var tileMapDamage = victim.GetComponentInChildren <MetaTileMap>().Layers[layerType].gameObject .GetComponent <TilemapDamage>(); if (tileMapDamage != null) { //Wire cutters should snip the grills instead: if (weaponAttr.itemName == "wirecutters" && tileMapDamage.Layer.LayerType == LayerType.Grills) { tileMapDamage.WireCutGrill((Vector2)transform.position + stabDirection); StartCoroutine(AttackCoolDown()); return; } tileMapDamage.DoMeleeDamage((Vector2)transform.position + stabDirection, gameObject, (int)weaponAttr.hitDamage); playerMove.allowInput = false; RpcMeleeAttackLerp(stabDirection, weapon); StartCoroutine(AttackCoolDown()); return; } return; } //This check cannot be used with TilemapDamage as the transform position is always far away if (!playerScript.IsInReach(victim, true)) { return; } // Consider moving this into a MeleeItemTrigger for knifes //Meaty bodies: LivingHealthBehaviour victimHealth = victim.GetComponent <LivingHealthBehaviour>(); if (victimHealth != null && victimHealth.IsDead && weaponAttr.HasTrait(KnifeTrait)) { if (victim.GetComponent <SimpleAnimal>()) { SimpleAnimal attackTarget = victim.GetComponent <SimpleAnimal>(); RpcMeleeAttackLerp(stabDirection, weapon); playerMove.allowInput = false; attackTarget.Harvest(); SoundManager.PlayNetworkedAtPos("BladeSlice", transform.position); } else { PlayerHealth attackTarget = victim.GetComponent <PlayerHealth>(); RpcMeleeAttackLerp(stabDirection, weapon); playerMove.allowInput = false; attackTarget.Harvest(); SoundManager.PlayNetworkedAtPos("BladeSlice", transform.position); } } if (victim != gameObject) { RpcMeleeAttackLerp(stabDirection, weapon); playerMove.allowInput = false; } var integrity = victim.GetComponent <Integrity>(); if (integrity != null) { //damaging an object integrity.ApplyDamage((int)weaponAttr.hitDamage, AttackType.Melee, weaponAttr.damageType); } else { //damaging a living thing victimHealth.ApplyDamageToBodypart(gameObject, (int)weaponAttr.hitDamage, AttackType.Melee, weaponAttr.damageType, damageZone); } SoundManager.PlayNetworkedAtPos(weaponAttr.hitSound, transform.position); if (weaponAttr.hitDamage > 0) { Chat.AddAttackMsgToChat(gameObject, victim, damageZone, weapon); } StartCoroutine(AttackCoolDown()); }