public void OnHitPlayer(Contexts contexts, PlayerEntity srcPlayer, PlayerEntity targetPlayer, IBulletEntity bulletEntity, RaycastHit hit, Vector3 targetPlayerPostion, int cmdSeq) { if (srcPlayer.gamePlay.IsDead()) { return; } Collider collider = hit.collider; EBodyPart part = BulletPlayerUtility.GetBodyPartByHitBoxName(collider); _logger.DebugFormat("OnHitPlayer in {0}", part); float hitboxFactor = bulletEntity.GetDamageFactor(part); float totalDamage = GetBulletDamage(bulletEntity, hitboxFactor, Vector3.Distance(hit.point, bulletEntity.GunEmitPosition)); bulletEntity.IsValid = false; //由于动画放在客户端做了,服务器调用的命令会被忽视,需要发送事件到客户端 // if (targetPlayer.hasStateInterface && targetPlayer.stateInterface.State.CanBeenHit()) // { // targetPlayer.stateInterface.State.BeenHit(); // } ClientEffectFactory.AddBeenHitEvent(srcPlayer, targetPlayer.entityKey.Value, GeneraterUniqueHitId(srcPlayer, cmdSeq), contexts.session.currentTimeObject.CurrentTime); ClientEffectFactory.AddHitPlayerEffectEvent(srcPlayer, targetPlayer.entityKey.Value, hit.point, hit.point - targetPlayer.position.Value); _logger.InfoFormat( "bullet from {0} hit player {1}, part {2}, hitbox factor {3}, result damage {4}", bulletEntity.OwnerEntityKey, targetPlayer.entityKey.Value, collider, hitboxFactor, totalDamage); if (!targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Dead)) { //有效命中 if (targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Alive)) { srcPlayer.statisticsData.Statistics.ShootingPlayerCount++; } srcPlayer.statisticsData.Statistics.ShootingSuccCount++; } BulletPlayerUtility.ProcessPlayerHealthDamage( contexts, _damager, srcPlayer, targetPlayer, new PlayerDamageInfo(totalDamage, (int)EUIDeadType.Weapon, (int)part, bulletEntity.WeaponId, bulletEntity.IsOverWall), _damageInfoCollector); }
public void OnHitPlayer(PlayerEntity srcPlayer, PlayerEntity targetPlayer, IBulletEntity bulletEntity, RaycastHit hit, UnityEngine.Vector3 targetPlayerPostion) { Collider collider = hit.collider; EBodyPart part = BulletPlayerUtility.GetBodyPartByHitBoxName(collider); _logger.DebugFormat("OnHitPlayer in {0}", part); float hitboxFactor = bulletEntity.GetDamageFactor(part); float totalDamage = GetBulletDamage(bulletEntity, hitboxFactor); bulletEntity.IsValid = false; ClientEffectFactory.AddHitPlayerEffectEvent(srcPlayer, targetPlayer.entityKey.Value, hit.point, hit.point - targetPlayer.position.Value); if (targetPlayer.hasStateInterface && targetPlayer.stateInterface.State.CanBeenHit()) { targetPlayer.stateInterface.State.BeenHit(); } _logger.DebugFormat( "bullet from {0} hit player {1}, part {2}, hitbox factor {3}, result damage {4}", bulletEntity.OwnerEntityKey, targetPlayer.entityKey.Value, collider, hitboxFactor, totalDamage); if (!targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Dead)) { //有效命中 if (targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Alive)) { srcPlayer.statisticsData.Statistics.ShootingPlayerCount++; } srcPlayer.statisticsData.Statistics.ShootingSuccCount++; } BulletPlayerUtility.ProcessPlayerHealthDamage( _damager, srcPlayer, targetPlayer, new PlayerDamageInfo(totalDamage, (int)EUIDeadType.Weapon, (int)part, bulletEntity.WeaponId, bulletEntity.IsOverWall), _damageInfoCollector); }
public static void OnEnvironmentHit(PlayerContext playerContext, IPlayerDamager damager, IDamageInfoCollector damageInfoCollector) { if (!_active) { return; } var player = playerContext.flagSelfEntity; BulletPlayerUtility.ProcessPlayerHealthDamage( damager, player, player, new PlayerDamageInfo(10, (int)EUIDeadType.Weapon, (int)EBodyPart.Chest, player.weaponLogicInfo.WeaponId), damageInfoCollector); }