public onHit ( ObjectInteraction, objInt ) : void | ||
objInt | ObjectInteraction, | Object Interaction of what it hits, |
리턴 | void |
void OnTriggerEnter(Collider other) { //Get the NPC that hit the ward NPC npc = other.gameObject.GetComponent <NPC>(); if (npc != null) //Has the collision hit an npc { spellprop.init(SpellEffect.UW1_Spell_Effect_RuneofWarding, UWCharacter.Instance.gameObject); if (spellprop.BaseDamage != 0) { npc.ApplyAttack(spellprop.BaseDamage); } spellprop.onImpact(npc.transform); spellprop.onHit(npc.gameObject.GetComponent <ObjectInteraction>()); this.GetComponent <ObjectInteraction>().objectloaderinfo.InUseFlag = 0; Destroy(this.gameObject); } else { if (other.gameObject.GetComponent <UWCharacter>()) { spellprop.onImpactPlayer(); } } }
void OnTriggerEnter(Collider other) { //Get the NPC that hit the ward NPC npc = other.gameObject.GetComponent <NPC>(); if (npc != null)//Has the collision hit an npc { if (spellprop.BaseDamage != 0) { npc.ApplyAttack(spellprop.BaseDamage); } spellprop.onImpact(npc.transform); spellprop.onHit(npc.gameObject.GetComponent <ObjectInteraction>()); objInt().consumeObject(); } else { if (other.gameObject.GetComponent <UWCharacter>()) { if (spellprop.BaseDamage != 0) { UWCharacter.Instance.ApplyDamage(spellprop.BaseDamage); } spellprop.onHitPlayer(); objInt().consumeObject(); } else { if (_RES == GAME_UW2) { objInt().consumeObject(); } } } }
protected virtual void Detonate(Collision collision) { HasHit = true; //Code to execute when a projectile hits a spot (for launching AOE effects) spellprop.onImpact(this.transform); ObjectInteraction objInt = collision.gameObject.GetComponent <ObjectInteraction> (); if (objInt != null) //Has the projectile hit anything { //Special code for magic spell direct hits. spellprop.onHit(objInt); //Applies damage objInt.Attack(spellprop.BaseDamage, caster); //Create a impact animation to illustrate the collision if (objInt.GetHitFrameStart() >= 0) { Impact.SpawnHitImpact(Impact.ImpactMagic(), objInt.GetImpactPoint(), objInt.GetHitFrameStart(), objInt.GetHitFrameEnd()); } } else { //Test if this is a player. if (collision.gameObject.GetComponent <UWCharacter> () != null) { int ratio = UWCharacter.Instance.getSpellResistance(spellprop); collision.gameObject.GetComponent <UWCharacter> ().ApplyDamage(spellprop.BaseDamage / ratio); spellprop.onHitPlayer(); } else { //Do a miss impact Impact.SpawnHitImpact(Impact.ImpactDamage(), this.transform.position, spellprop.impactFrameStart, spellprop.impactFrameEnd); } } DestroyProjectile(); }
/// <summary> /// The Projectile hits something. /// </summary> /// <param name="collision">Collision.</param> /// Does not impact the caster /// Calls onImpact /// Calls onHit /// Applys Attack /// Generates an impact effect void OnCollisionEnter(Collision collision) { // if (caster == null) { caster = this.gameObject; } if (collision.gameObject.name == caster.name) { //Prevents the caster from hitting themselves return; } if (HasHit == true) { //Only impact once. return; } else { HasHit = true; //Code to execute when a projectile hits a spot (for launching AOE effects) spellprop.onImpact(this.transform); ObjectInteraction objInt = collision.gameObject.GetComponent <ObjectInteraction>(); if (objInt != null) //Has the projectile hit anything { //Special code for magic spell direct hits. spellprop.onHit(objInt); //Applies damage objInt.Attack(spellprop.BaseDamage, caster); //Create a impact animation to illustrate the collision if (objInt.GetHitFrameStart() >= 0) { Impact.SpawnHitImpact(Impact.ImpactMagic(), objInt.GetImpactPoint(), objInt.GetHitFrameStart(), objInt.GetHitFrameEnd()); } } else { //Test if this is a player. if (collision.gameObject.GetComponent <UWCharacter>() != null) { collision.gameObject.GetComponent <UWCharacter>().ApplyDamage(spellprop.BaseDamage); spellprop.onHitPlayer(); } else { //Do a miss impact Impact.SpawnHitImpact(Impact.ImpactDamage(), this.transform.position, spellprop.impactFrameStart, spellprop.impactFrameEnd); } } ObjectInteraction objIntThis = this.GetComponent <ObjectInteraction>(); if (objIntThis != null) { objIntThis.objectloaderinfo.InUseFlag = 0; //Free up object slot } DestroyObject(this.gameObject); } }