Пример #1
0
 void ApplyDamage(DamageMSG msg)
 {
     if(isDead)
         return;
     if(hitPoints <= msg.damage){
         msg.sendFrom.credits += Random.Range(3, 20);
         msg.sendFrom.killsAI++;
         isDead = true;
         actorAnimation.CrossFade(deathAnimations[Random.Range(0, deathAnimations.Length)].name);
         Invoke("SendDestroyEvent", destroyDelay);
     }
     else
         hitPoints -= msg.damage;
 }
Пример #2
0
    public void Attack()
    {
        if(!_PC)
            return;

        float x = Random.Range(-info.inaccuracy, info.inaccuracy);
        float y = Random.Range(-info.inaccuracy, info.inaccuracy);

        RaycastHit hit;
        Vector3 fwd = raycastPoint.TransformDirection(Vector3.forward) + new Vector3(x, y, 0);

        if (Physics.Raycast(raycastPoint.position, fwd, out hit, 1000.0f, hitLayers)){
           	if(Vector3.Distance(trailEmitter.gameObject.transform.position, hit.point) > 5){
                trailEmitter.gameObject.transform.LookAt(hit.point);
                trailEmitter.Emit();
            }

            Vector3 pos = hit.point;
            Quaternion rot = Quaternion.FromToRotation(Vector3.up, hit.normal);
            string colliderTag = hit.collider.tag;

            _PC.EmitByTag(pos, rot, colliderTag);

            DamageMSG tempMSG = new DamageMSG();
            switch(colliderTag){
                case "HitBox_Head":
                    tempMSG.damage = 100;
                    tempMSG.sendFrom = owner;
                    hit.collider.transform.root.SendMessageUpwards ("ApplyDamage", tempMSG, SendMessageOptions.DontRequireReceiver);
                break;

                case "HitBox_Body":
                    tempMSG.damage = info.damage * 1.7f;
                    tempMSG.sendFrom = owner;
                    hit.collider.transform.root.SendMessageUpwards ("ApplyDamage", tempMSG, SendMessageOptions.DontRequireReceiver);
                break;
            }
        }
        foreach(ParticleEmitter pe in emitters)
            pe.Emit();

        audioSource.Stop();
        audioSource.Play();

        rateTime = Time.time + info.attackRate;
    }