// Animation Event void Hit() { //1 float damage = CalculateDamage(); if (target == null) { return; } if (isBlockingAndInAngle()) { if (target.gameObject.tag == "Player") { StartCoroutine(_BlockHitReact()); } } Stamina stamina = this.GetComponent <Stamina>(); if (stamina != null) { stamina.GainStamina(currentWeaponConfig.GetStaminaGain()); } if (currentWeapon.value != null) { currentWeapon.value.OnHit(); } if (currentWeaponConfig.HasProjectile()) { currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, target, gameObject, damage); } else { target.TakeDamage(gameObject, damage); } }
/// <summary> /// Animation Event called from the animation /// </summary> void Hit() { if (m_target == null) { return; } float damage = GetComponent <BaseStats>().GetStat(Stat.Damage); if (m_currentWeapon.value != null) { m_currentWeapon.value.OnHit(); } if (m_currentWeaponConfig.HasProjectile) { // Fire projectile m_currentWeaponConfig.LaunchProjectile(leftHandTransform, rightHandTransform, m_target, gameObject, damage); } else { // Take damage at point of impact m_target.TakeDamage(gameObject, damage); } }
// Animation Event void Hit() { if (target == null) { return; } float damage = GetComponent <BaseStats>().GetStat(Stat.Damage); BaseStats targetBaseStats = target.GetComponent <BaseStats>(); if (targetBaseStats != null) { float defence = targetBaseStats.GetStat(Stat.Defence); damage /= 1 + defence / damage; } if (currentWeapon.value != null) { currentWeapon.value.OnHit(); } if (currentWeaponConfig.HasProjectile()) { currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, target, gameObject, damage); } else { target.TakeDamage(gameObject, damage); } }
//** Animation Events void Hit() { if (target == null) { return; } float damage = GetComponent <BaseStats>().GetStat(Stat.Damage); if (currentWeapon.value != null) { currentWeapon.value.OnHit(); } if (currentWeaponConfig.HasProjectile()) { currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, target, gameObject, damage); } else { // *superseded by Lesson 146 -> target.TakeDamage(gameObject, currentWeapon.GetDamage()); target.TakeDamage(gameObject, damage); } }
void Hit() { if (target == null || target.show_current_health <= 0) { return; } // calculate damage int doDamage = GetComponent <BaseStats>().GetStats(StatEnum.Damage); if (currentWeapon.value != null) { currentWeapon.value.OnHit(); } if (currentWeaponConfig.HasProjectile()) { print("launched projectile at target: " + target.gameObject.name); currentWeaponConfig.LaunchProjectile(leftHand, rightHand, target, this.gameObject, doDamage); } else { print("hitting " + target.gameObject.name); target.TakeDamage(doDamage, this.gameObject); } }
//Animation Event void Hit() { if (target == null) { return; } float damage = GetComponent <BaseStats>().GetStat(Stat.Damage); if (currentWeapon.value != null) { currentWeapon.value.OnHit(); } else { print("no current Weapon"); } if (currentWeaponConfig.HasProjectile()) { currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, target, gameObject, damage); } else { target.TakeDamage(gameObject, damage); } }
// Animation Event private void Hit() { Health targetToHit = GetTargetToHit(); float damage = GetComponent <BaseStats>().GetStat(Stat.Damage); if (currentWeaponConfig.HasProjectile() && GetComponent <ActionScheduler>().GetCurrentAction() is Fighter) // Make Movement interrupt launching projectiles { currentWeaponConfig.LaunchProjectile(rightHand, leftHand, targetToHit, this.gameObject, damage); } Energy energyComponent = GetComponent <Energy>(); if (energyComponent != null) { energyComponent.StopConsumingEnergy(); } if (targetToHit == null) { return; } if (currentWeapon.value != null) { currentWeapon.value.OnHit(targetToHit); } if (!currentWeaponConfig.HasProjectile()) { targetToHit.TakeDamage(this.gameObject, damage); } }
//Animation event. Called in animator not code void Hit() { if (target == null) { return; } float damage = GetComponent <BaseStats>().GetStat(Stat.Damage); //If weapon is a bow or projectile... //Make sure you have a weapon you can hold.. ex this dont need to run for fireball if (currentWeapon.value != null) { currentWeapon.value.OnHit(); } if (currentWeaponConfig.HasProjectile()) { currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, target, gameObject, damage); } else { //No not projectile... target.TakeDamage(gameObject, damage); } }
void Shoot() { if (currentTarget != null) { float damage = GetComponent <BaseStats>().GetStat(Stat.Damage); equippedWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, currentTarget, gameObject, damage); } }
public void Shoot() { if (!currentWeaponConfig.hasProjectile()) { return; } currentWeapon.value.OnAttack(); currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, target, character, baseStat.GetStat(Stat.Damage), shootDirection); }
public void Hit() { if (target == null) { return; } var damage = GetComponent <BaseStats>().GetStat(Stat.BonusDamage); if (currentWeaponConfig.HasProjectile()) { currentWeaponConfig.LaunchProjectile(target, leftHandTransform, rightHandTransfom, damage); } else if (target) { onHit?.Invoke(); target.TakeDamage(damage); } }
/// <summary> /// Handles the shoot event from an animation /// </summary> void Shoot() { //If we have lost the target then just return. Can happen when canceling an attack prior to hit event. if (m_Target == null) { return; } //Check if weapon has projectile if (m_currentWeaponConfig.HasProjectile()) { m_currentWeaponConfig.LaunchProjectile(gameObject, m_WeaponRightHandTransform, m_WeaponLeftHandTransform, m_Target); } //If no projectile then default to hit method. else { Hit(); } }
//Animation event void Hit() { if (target == null) { return; } float damage = GetComponent <BaseStats>().GetStat(Stat.Damage); if (currentWeapon.value != null) { currentWeapon.value.OnHit(); } if (currentWeaponConfig.HasProjectile()) { currentWeaponConfig.LaunchProjectile(leftHandTransform, rightHandTransform, target.transform, gameObject, damage); } else { target.GetComponent <Health>().TakeDmg(damage, gameObject); } }
public void Hit() { if (target) { float damage = baseStats.GetStat(Stat.Damage); if (currentWeapon.value) { currentWeapon.value.OnHit(); } if (currentWeaponConfig.HasProjectile()) { currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, target, gameObject, damage); } else { target.TakeDamage(gameObject, damage); } } }
// Animation Event private void Hit() { if (target == null) { return; } if (currentWeapon.value != null) { currentWeapon.value.OnHit(); } float calculatedDamage = GetComponent <BaseStats>().GetStat(Stat.Damage); if (currentWeaponConfig.HasProjectile()) { currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, target, this.gameObject, calculatedDamage); } else { target.TakeDamage(this.gameObject, calculatedDamage); } }
// Animation Trigger private void Hit() { if (m_Target != null) { if (m_CurrentWeapon.Value != null) { m_CurrentWeapon.Value.OnHit(m_Target); } float damage = m_BaseStats.GetStat(Stat.Damage); if (m_CurrentWeaponConfig.HasProjectile()) { m_CurrentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, m_Target, gameObject, damage, UpdateTargetUi); } else { m_Target.TakeDamage(gameObject, damage); } } UpdateTargetUi?.Invoke(); }
private void Hit() { if (Target == null) { return; } var damage = GetComponent <BaseStats>().GetStat(Stat.Damage); if (_currentWeapon.value != null) { _currentWeapon.value.OnHit(); } if (_currentWeaponConfig.HasProjectile()) { _currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, Target, gameObject, damage); } else { Target.TakeDamage(gameObject, damage); } }
// Animation Event void Shoot() { currentWeaponConfig.LaunchProjectile(gameObject, target, rightHandTransform, leftHandTransform, GetComponent <BaseStats>().GetStat(Stats.Stats.Damage)); RunWeaponOnHit(); }