Пример #1
0
    //지속 공격
    public IEnumerator DeleyDamege(CollisionHit collisionHit, float damage, float deley, int index, bool critical)
    {
        m_bHit = true;

        yield return(new WaitForSeconds(deley));

        List <Vector3> vector = collisionHit.ListCollisions(m_AttackBounds);

        if (vector.Count > 0 && m_bHit)
        {
            for (int i = 0; i < vector.Count; ++i)
            {
                if (critical)
                {
                    collisionHit.PhysicsEffs((vector[i] - transform.position).normalized * 0.5f, i, 0, (int)damage * 2, 2, 0, true);
                    m_fShake = 0.13f;
                }
                else
                {
                    collisionHit.PhysicsEffs((vector[i] - transform.position).normalized * 0.1f, i, 0, (int)damage, 2, 0, false);
                    m_fShake = 0.09f;
                }
                collisionHit.HitShakeCamera(0.1f, m_fShake);
            }
            m_bHit = false;
        }
        critical = Critical();
        StartCoroutine(DeleyDamege(collisionHit, damage, deley, index, critical));
    }
Пример #2
0
    public void Damage(Vector3 vec, PlayerChain playerChain, CollisionHit collisionHit, float damage, float deley, float stop, int index, int critical)
    {
        bool _bCritical;

        m_AttackBounds.center  = transform.position;
        m_AttackBounds.extents = vec;

        playerChain.GetPlayer(index, transform.position);
        m_nCritical = critical;
        _bCritical  = Critical();

        switch (index)
        {
        case 3:
            StartCoroutine(DeleyDamege(collisionHit, damage, deley, index, _bCritical));
            break;

        case 4:
            List <Vector3> vector = collisionHit.ListCollisions(m_AttackBounds);

            if (vector.Count > 0)
            {
                for (int i = 0; i < vector.Count; ++i)
                {
                    if (_bCritical)
                    {
                        AIController _aIController = collisionHit.PhysicsEffs((vector[i] - transform.position).normalized * 0.5f, i, 0, (int)damage * 2, 2, 1, true);
                        m_fShake = 0.13f;
                    }
                    else
                    {
                        AIController _aIController = collisionHit.PhysicsEffs((vector[i] - transform.position).normalized * 0.1f, i, 0, (int)damage, 2, 1, false);
                        m_fShake = 0.09f;
                        collisionHit.Freezing(_aIController);
                    }
                    collisionHit.HitShakeCamera(0.1f, m_fShake);
                }
            }
            break;
        }
        Destroy(gameObject, stop);
    }
Пример #3
0
    public virtual void BulletMove()
    {
        bool _bCritical = Critical();

        if (m_fRemove >= m_fLiveTime)
        {
            gameObject.SetActive(false);
            m_fRemove = 0;
        }

        List <Vector3> _vector = m_CollisionHit.ListCollisions(m_AttackRange);

        if (_vector.Count > 0 && m_bHit)
        {
            for (int i = 0; i < _vector.Count; ++i)
            {
                if (_bCritical)
                {
                    m_CollisionHit.PhysicsEffs((_vector[i] - transform.position).normalized * 0.5f, i, 0, (int)m_fDamage * 2, 1, 0, true);
                }
                else
                {
                    m_CollisionHit.PhysicsEffs((_vector[i] - transform.position).normalized * 0.1f, i, 0, (int)m_fDamage, 1, 0, false);
                }
            }
            if (_bCritical)
            {
                m_fShake = 0.13f;
            }
            else
            {
                m_fShake = 0.09f;
            }
            m_CollisionHit.HitShakeCamera(0.1f, m_fShake);
            m_bHit = false;
        }
    }