Exemplo n.º 1
0
        // TODO 1: test this function more
        // TODO 2: balance damages
        // will recursively add events to BodyDamageEvent event list (per body part)
        private void TakeDamage(BodyNode node, Damage damage)
        {
            // Debug.Log("TAKE DAMAGE: index " + node.Index);

            float r1 = UnityEngine.Random.value; // unused
            float r2 = UnityEngine.Random.value;

            if (0 <= node.Index)
            {
                var bodyPart = _bodyParts[node.Index];

                // get damage event from body part hp system
                var dmgEvent        = bodyPart.TakeDamage(damage) as HpSystemDamageEvent;
                var bodyPartHpEvent = new BodyPartHpEvent(bodyPart, dmgEvent.HpSystemEvent);

                // add current event to the body event system
                this._eventSystem.OnEvent(bodyPartHpEvent);
            }

            // Debug.Log($"bodyPart [{node.Index}] {bodyPart.NameCustom}, children: " + node.ChildrenCount);

            // apply damage to node's children
            if (node.HasChildren)
            {
                var children = node.Children.ToArray();

                var sb = new StringBuilder();
                foreach (var i in children)
                {
                    sb.Append(i + ", ");
                }
                // Debug.Log("children: " + sb.ToString());

                // sample indices of children to pick which children will be applied damage to
                Vector2Int indices = Samplers.SampleFromPdf(
                    r2,
                    GetBodyPartSizes(new IndexedEnumerator <BodyPart>(this._bodyParts, children)),
                    damage.Dispersion);

                // get the children
                var damagedNodes = new IndexedEnumerator <BodyNode>(
                    this._bodyNodes,
                    new SliceEnumerator <int>(children, indices[0], indices[1] + 1).ToArray()
                    );

                // Debug.Log("damaged nodes count " + damagedNodes.Count()); damagedNodes.Reset(); // need to reset since its an iterator

                // compute the damage amount passed on to children of current body part
                var damageAfterMultiplier = damage * damage.Penetration;

                foreach (var damagedNode in damagedNodes)
                {
                    TakeDamage(damagedNode, damageAfterMultiplier);
                }
            }
        }
Exemplo n.º 2
0
        override public void TakeDamage(Damage damage)
        {
            if (this.BodyParts.Count > 0)
            {
                if (this.BodyParts.Count == 1)
                {
                    this.BodyParts[0].TakeDamage(damage);
                }
                else
                {
                    Vector2Int indices = Samplers.SampleFromPdf(UnityEngine.Random.value, this.GetBodyPartSizes, damage.dispersion);

                    foreach (var bodyPart in this.BodyParts.ToArray().Slice(indices.x, indices.y))
                    {
                        bodyPart.TakeDamage(damage);
                    }
                }
            }
            else
            {
                return;
            }
        }