Exemplo n.º 1
0
    /// <summary>
    /// Iterates through healables and heals them all based on healRate,
    /// only when t > 1.0f.
    /// If t is less than 1.0f,
    /// this function has no effect.
    /// </summary>
    private void healHealables()
    {
        if (t < 1.0f)
        {
            return;
        }

        foreach (GameObject g in healables)
        {
            HealthBehavior hb = g.GetComponent <HealthBehavior>();

            // hb better be valid before we heal it!
            Assert.IsTrue(hb != null, g.name + " does not have a HealthBehavior script attached");
            Assert.IsTrue(hb.isActiveAndEnabled, g.name + "'s HealthBehavior either is inactive or disabled");

            hb.adjustHealth(healRate);
        }
    }
    private void DealDamage()
    {
        // Deal damage to all objects that sc touches
        Collider[] colliders = Physics.OverlapSphere(bullet.transform.position, radius);
        foreach (Collider c in colliders)
        {
            GameObject go = c.gameObject;

            if (tagManager.isShootable(go.tag))
            {
                HealthBehavior hb = go.GetComponent <HealthBehavior>();
                Assert.IsTrue(hb != null,
                              go.name + " does not have a HealthBehavior attached,\n" +
                              "and " + bullet.name + " just tried to deal damage to it");

                hb.adjustHealth(-damage);
            }
        }
    }
    void OnCollisionEnter(Collision collision)
    {
        switch (collision.gameObject.tag)
        {
        case "Player1_obj":
            if (this.gameObject.tag != "P1_Bullet")
            {
                collisionHB = collision.gameObject.transform.root.GetComponent <HealthBehavior>();
                if (collisionHB)
                {
                    collisionHB.adjustHealth(-bulletDamage);
                }
            }
            ResetBullet();
            break;

        case "Player2_obj":
            if (this.gameObject.tag != "P2_Bullet")
            {
                collisionHB = collision.gameObject.transform.root.GetComponent <HealthBehavior>();
                if (collisionHB)
                {
                    collisionHB.adjustHealth(-bulletDamage);
                }
            }
            ResetBullet();
            break;

        case "P1_Base":
        case "P1_Spawner":
        case "P1_Spawner_Soldier":
        case "P1_Spawner_Teddy":
        case "P1_Turret":
        case "P1_Healer":
        case "P1_Soldier":
        case "P1_Teddy":
            if (this.gameObject.tag != "P1_Bullet")
            {
                collisionHB = collision.gameObject.transform.GetComponent <HealthBehavior>();
                if (collisionHB)
                {
                    collisionHB.adjustHealth(-bulletDamage);
                }
            }
            ResetBullet();
            break;

        case "P2_Base":
        case "P2_Spawner":
        case "P2_Spawner_Soldier":
        case "P2_Spawner_Teddy":
        case "P2_Turret":
        case "P2_Healer":
        case "P2_Soldier":
        case "P2_Teddy":
            if (this.gameObject.tag != "P2_Bullet")
            {
                collisionHB = collision.gameObject.transform.GetComponent <HealthBehavior>();
                if (collisionHB)
                {
                    collisionHB.adjustHealth(-bulletDamage);
                }
            }
            ResetBullet();
            break;

        case "Floor":
        case "Wall":
            ResetBullet();
            break;

        default:
            ResetBullet();
            break;
        }
    }