Пример #1
0
        public override void UpdateItem()
        {
            ResetCooldown();
            //TODO: Remove this once Shadow Demons are added to the room count.
            AI.AI[] ShadowDemons = GameObject.FindObjectsOfType <AI.ShadowDemonAI>();

            for (int i = 0; i < ShadowDemons.Length; i++)
            {
                AI.AI    enemy    = ShadowDemons[i];
                int      damage   = Mathf.RoundToInt(1);
                Status[] statuses = { Status.Burn };
                enemy.TakeDamage(m_Player.PlayerNumber, damage, statuses, 1);
            }

            //Do damage to every enemy in the room by their max HP and apply burn
            for (int i = 0; i < m_Player.MyIslandRoom.EnemiesInRoomCount; i++)
            {
                AI.AI enemy = m_Player.MyIslandRoom.EnemiesInRoom[i];

                int damage = Mathf.RoundToInt(enemy.Health.MaxHp / 2);
                if (m_Player.MyIslandRoom.TypeOfRoom == RoomType.Boss)
                {
                    damage = 30;
                }

                Status[] statuses = { Status.Burn };
                enemy.TakeDamage(m_Player.PlayerNumber, damage, statuses, 1);
            }
        }
Пример #2
0
 private void ShockNearbyEnemies(Collider[] CollidersInRange)
 {
     //Loop though all the colliders and find all the AI in Range
     foreach (Collider collider in CollidersInRange)
     {
         //If the collider has an AI attached to it Apply damage to the AI
         AI.AI colliderAI = collider.GetComponent <AI.AI>();
         if (collider != null)
         {
             colliderAI.TakeDamage(DamageCountManager.instance.PlayerWhoLastDealtDamage, ShockDamage, null, 1);
         }
     }
 }