public void DoStun(Hitbox hitbox, float length) { hitbox.Controller.Networker.InvokeServerRpc("Stun_Server", length, channel: "Reliable"); }
public void DoPushback(Hitbox hitbox, Vector3 direction, float speed, float length) { hitbox.Controller.Networker.InvokeServerRpc("Pushback_Server", direction, speed, length, channel: "Reliable"); }
/// <summary> /// Sends an RPC to the target player with the damage amount /// </summary> /// <param name="hitbox"></param> public void DoDamage(Hitbox hitbox, short damage) { Controller.HUD.Combo.AddComboDamage(damage); hitbox.Controller.Networker.InvokeServerRpc("DoDamage", damage, channel: "Reliable"); }
public void DoKnockback(Hitbox hitbox, Vector3 direction, float speed, float length, bool wallBounce, float slamLength) { hitbox.Controller.Networker.InvokeServerRpc("Knockback_Server", direction, speed, length, wallBounce, slamLength, channel: "Reliable"); }
/// <summary> /// A callback for when one of our hit detection functions hit an object /// </summary> /// <param name="hitType">0 = structure | 1 = player | 2 = anything else</param> /// <param name="col">The collider we hit</param> public virtual void OnMeleeHit(int hitType, Hitbox hitbox, RaycastHit hit) { OnEffects(hit.point, hit.normal, Controller.State.AttackNumber); }