Пример #1
0
 private void OnChangeState(State state, State prevState)
 {
     if (state.Name == EnemyStateType.Death.ToString())
     {
         Death?.Invoke(this);
     }
 }
Пример #2
0
        public TouchResponseData Touch(TouchData touchData)
        {
            if (_dead || !Game.CheckTeamVsTeam(touchData.teamId, teamId))
            {
                return(TouchResponseData.empty);
            }

            Console.WriteLine($"Health {teamId} hurt by team {touchData.teamId}");
            int previous = health;

            health -= touchData.damage;

            TouchResponseData result;

            result.damageTaken = touchData.damage;
            GFXQuick gfx = Main.i.factory.SpawnGFX(GameFactory.Path_GFXBloodImpact);

            gfx.Spawn(touchData.hitPos, touchData.hitNormal);
            if (health <= 0)
            {
                _dead = true;
                result.responseType = TouchResponseType.Killed;
                _onDeath?.Invoke();
            }
            else
            {
                int change = health - previous;
                result.responseType = TouchResponseType.Damaged;
                _onHealthChange?.Invoke(health, change, touchData);
            }

            return(result);
        }
Пример #3
0
 /// <summary>
 /// If the network is dead, send a signal to whoever is listening.
 /// </summary>
 protected void RaiseDeathEvent()
 {
     if (Death != null)
     {
         Death.Invoke(this);
     }
 }
Пример #4
0
 public void OnDeath()
 {
     if (Death != null)
     {
         Death.Invoke();
     }
 }
Пример #5
0
 private void Health_Changed(IMutableVariable <double> e)
 {
     if (e?.Value <= 0)
     {
         Death?.Invoke(this, this);
     }
 }
Пример #6
0
 private void OnChangeState(State state, State prevState)
 {
     if (state.Name == PlayerStateType.Idle.ToString())
     {
         Death?.Invoke();
     }
 }
Пример #7
0
        public TouchResponseData Touch(TouchData touchData)
        {
            if (_dead)
            {
                return(TouchResponseData.empty);
            }

            int previous = _health;

            _health -= touchData.damage;

            TouchResponseData result;

            result.damageTaken = touchData.damage;
            GFXQuick gfx = Main.i.factory.SpawnGFX(GameFactory.Path_GFXBloodImpact);

            gfx.Spawn(touchData.hitPos, touchData.hitNormal);
            if (_health <= 0)
            {
                _dead = true;
                result.responseType = TouchResponseType.Killed;
                _onDeath?.Invoke();
            }
            else
            {
                int change = _health - previous;
                result.responseType = TouchResponseType.Damaged;
                _onHealthChange?.Invoke(_health, change, touchData);
            }

            return(result);
        }
Пример #8
0
 /// <summary>
 /// Raises the death event.
 /// </summary>
 protected virtual void OnDeath()
 {
     if (Death != null)
     {
         Death.Invoke();
     }
 }
Пример #9
0
        private void Update()
        {
            var size         = _bounds.size;
            var playerPos    = _playerTransform.position;
            var playerPoints = new[]
            {
                new Vector3(-size.x, playerPos.y, playerPos.z),
                new Vector3(size.x, playerPos.y, playerPos.z),
                new Vector3(playerPos.x, playerPos.y, size.z),
                new Vector3(playerPos.x, playerPos.y, -size.z)
            };

            var minDistSq = float.MaxValue;

            foreach (var point in playerPoints)
            {
                var distSq = (_bounds.ClosestPoint(point) - playerPos).sqrMagnitude;
                if (distSq < minDistSq)
                {
                    minDistSq = distSq;
                }
            }

            var minDist = Mathf.Sqrt(minDistSq);

            if (minDist < Constants.BoundDeathDistance)
            {
                Death?.Invoke();
            }
        }
Пример #10
0
        public void GetHit(BodyPart bp)
        {
            logger.Debug("Игрока " + Name + " бьют.");
            int ResPoints;

            if (bp != Blocked)
            {
                logger.Info("Блокирование не помогло от удара.");
                if (HP - 10 > 0)
                {
                    if (bp == BodyPart.Head)
                    {
                        logger.Trace("Соперник бъет в голову.");
                        if (HP - 15 > 0)
                        {
                            ResPoints = 15;
                            HP       -= ResPoints;
                            Wound?.Invoke(this, new PlayerEventArgs(String.Format("Player {0} received minus {1} points, wounded {2}", Name, ResPoints, bp), Name, ResPoints, HP));
                            logger.Trace(Name + " получил минус 15 очков.");
                            logger.Trace("Оставшееся здоровье: " + HP);
                        }
                        else
                        {
                            logger.Info(Name + " проиграл.");
                            HP = 0;
                            Death?.Invoke(this, new PlayerEventArgs($"Player {Name} is dead.", Name, HP, HP));
                        }
                    }
                    else
                    {
                        if (bp == BodyPart.Body)
                        {
                            logger.Trace("Соперник бъет в корпус.");
                        }
                        else
                        {
                            logger.Trace("Соперник бъет в ноги.");
                        }
                        ResPoints = 10;
                        HP       -= ResPoints;
                        logger.Trace(Name + " получил минус 10 очков.");
                        logger.Trace("Оставшееся здоровье: " + HP);
                        Wound?.Invoke(this, new PlayerEventArgs(String.Format("Player {0} received minus {1} points, wounded {2}", Name, ResPoints, bp), Name, ResPoints, HP));
                    }
                }

                else
                {
                    logger.Info(Name + " проиграл.");
                    HP = 0;
                    Death?.Invoke(this, new PlayerEventArgs($"Player {Name} is dead.", Name, HP, HP));
                }
            }
            else
            {
                logger.Debug("Повезло! Блокирование спасло от удара.");
                logger.Trace("Оставшееся здоровье: " + HP);
                Block?.Invoke(this, new PlayerEventArgs($"Player {Name} was blocked succsessfully", Name, 0, HP));
            }
        }
Пример #11
0
    public void Die()
    {
        deathEvent?.Invoke(gameObject);                                                      // invoke delegate
        OnDeath.Invoke();                                                                    // Invoke UnityEvent
        GameObject x = Instantiate(deathParticles, transform.position, Quaternion.identity); // Instantiate particles

        gameObject.SetActive(false);
    }
Пример #12
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Falling Block")
     {
         Death?.Invoke();
         Destroy(this.gameObject);
     }
 }
Пример #13
0
 public virtual void OnDamage(float dmg)
 {
     Health -= dmg;
     if (Health <= 0)
     {
         Death?.Invoke();
         OnDeath();
     }
 }
Пример #14
0
 public void ChangeHealth(int amount)
 {
     currentHealth += amount;
     currentHealth  = Math.Max(0, currentHealth);
     currentHealth  = MathF.Min(currentHealth, MaxHealth);
     if (currentHealth == 0)
     {
         Death?.Invoke();
     }
 }
Пример #15
0
        public ComputerAIPresenter(IComputerAIWindow computerAIWindow, IFighter fighter)
        {
            ComputerAIWindow = computerAIWindow;
            Fighter          = fighter;

            #region Подписка на события бойцa
            fighter.Block += (fighterName, hp) => Block?.Invoke(fighterName, hp);
            fighter.Wound += (fighterName, hp) => Wound?.Invoke(fighterName, hp);
            fighter.Death += (fighterName, hp) => Death?.Invoke(fighterName, hp);
            #endregion
        }
Пример #16
0
    private IEnumerator KillCoroutine()
    {
        m_animController.SetTrigger("Convert");
        m_incidentalAudio.PlayOneShot(m_convertSound, 1.0f);
        yield return(new WaitForSeconds(2));

        if (Death != null)
        {
            Death.Invoke();
        }
    }
Пример #17
0
    public void Damage(int damage)
    {
        hp -= damage;

        if (hp <= 0)
        {
            Death?.Invoke(this, EventArgs.Empty);
            hp = 0;
        }

        HealthChanged?.Invoke(this, hp);
    }
Пример #18
0
 public void ResiveDemage(int damage)
 {
     CurrentHealth -= damage;
     if (CurrentHealth >= 0)
     {
         OnHealthChanged?.Invoke(CurrentHealth, MaximumHealth);
     }
     else
     {
         Death?.Invoke();
     }
 }
Пример #19
0
 private void HandleCollision(object sender, EventArgs e)
 {
     //Eat Food when coliding with it
     if (sender.GetType() == typeof(Food))
     {
         EatFood((Food)sender);
     }
     //Die when colliding with TailPiece or EnemySnakeHead
     else if (sender.GetType() == typeof(SnakeTailPiece) || sender.GetType() == typeof(EnemySnake))
     {
         Death?.Invoke(this, new EventArgs());
     }
 }
Пример #20
0
    //refrencing the C# script gameStates


    private void Update()
    {
        if (Flipper.Value == 1f)
        {
            GameLoad = GameTypes.wTypes.Starting;
        }
        else if (Flipper.Value == 2f)
        {
            GameLoad = GameTypes.wTypes.Playing;
        }
        else if (Flipper.Value == 3f)
        {
            GameLoad = GameTypes.wTypes.Death;
        }
        else if (Flipper.Value == 4f)
        {
            GameLoad = GameTypes.wTypes.Win;
        }
        else
        {
            print("Errrorr!!!!");
        }


        switch (GameLoad)
        {
        case GameTypes.wTypes.Starting:

            Start.Invoke();

            break;


        case GameTypes.wTypes.Playing:

            Play.Invoke();

            break;


        case GameTypes.wTypes.Death:

            Death.Invoke();
            break;

        case GameTypes.wTypes.Win:

            Win.Invoke();
            break;
        }
    }
Пример #21
0
 private void OnValidate()
 {
     if (_health > MaxHealth)
     {
         _health = MaxHealth;
     }
     if (_health <= 0)
     {
         _health = 0;
     }
     HealthChanged?.Invoke(_health, MaxHealth);
     if (_health == 0)
     {
         Death?.Invoke();
     }
 }
Пример #22
0
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.transform.tag == "Platform")
        {
            isVector = false;
        }

        else if (collision.transform.tag == "PlatformBottom")
        {
            isVector = true;
        }
        else if (collision.transform.tag == "Lose")
        {
            Death.Invoke();
        }
    }
Пример #23
0
        public FighterPresenter(IFighterWindow fighterWindow, IFighter fighter)
        {
            FighterWindow = fighterWindow;
            Fighter       = fighter;

            #region Подписка на события бойцa
            Fighter.Block += (fighterName, hp) => Block?.Invoke(fighterName, hp);
            Fighter.Wound += (fighterName, hp) => Wound?.Invoke(fighterName, hp);
            Fighter.Death += (fighterName, hp) => Death?.Invoke(fighterName, hp);
            #endregion

            #region Подписка на события страницы
            FighterWindow.Fight  += (sender, e) => Fight?.Invoke(sender, e);
            FighterWindow.Reload += (sender, e) => Reload?.Invoke(sender, e);
            #endregion
        }
Пример #24
0
        public override void Update(double fps = 1)
        {
            base.Update(fps);
            TickDamping(fps);

            if (_pos.X < 0)
            {
                _pos.X = 0;
                _vec.X = -_vec.X / BumpDamping;
            }
            else if (_pos.X > _grid.Width - _canvas.Width - 30)
            {
                _pos.X = _grid.Width - _canvas.Width - 30;
                _vec.X = -_vec.X / BumpDamping;
            }

            if (_pos.Y < 0)
            {
                _pos.Y = 0;
                _vec.Y = -_vec.Y / BumpDamping;
            }
            else if (_pos.Y > _grid.ActualHeight - _canvas.ActualHeight - 45)
            {
                _pos.Y = _grid.ActualHeight - _canvas.ActualHeight - 45;
                _vec.Y = -_vec.Y / BumpDamping;
            }

            for (int i = 0; i < Missiles.Count; i++)
            {
                Missiles[i].Update(fps);
                if (Missiles[i].ToRemove)
                {
                    Missiles[i].Remove();
                    Missiles.Remove(Missiles[i]);
                }
            }

            if (_lastShot < fps / _shotsPerSec)
            {
                _lastShot++;
            }

            if (HP <= 0)
            {
                Death?.Invoke(this, new EventArgs());
            }
        }
Пример #25
0
        public void GetHit(BodyParts part)
        {
            if (part != Blocked)
            {
                hp -= power;
                Wound?.Invoke(this, new PlayerEventArgs(Name, hp, power));

                if (hp <= 0)
                {
                    hp = 0;
                    Death?.Invoke(this, new PlayerEventArgs(Name, hp, 0));
                }
            }
            else
            {
                Block?.Invoke(this, new PlayerEventArgs(Name, hp, 0));
            }
        }
Пример #26
0
 public void TakeDamage(GameObject from, float damage)
 {
     if (_currentHealthPoints > 0)
     {
         _currentHealthPoints -= damage;
         SetEventArgs(from, damage, damage / maxHealthPoints);
         DamageReceived?.Invoke(this, _eventArgs);
     }
     if (_currentHealthPoints <= 0)
     {
         Death?.Invoke(this, _eventArgs);
         Destroy(gameObject);
     }
     if (destructionSequence != null)
     {
         var remainingHealth = 1 - damage / maxHealthPoints;
         StartCoroutine(destructionSequence.DestructionSequenceCorutine(this, remainingHealth));
     }
 }
Пример #27
0
 public void GetHit(BodyParts bodyParts)
 {
     if (bodyParts != Bloked)
     {
         if (HP > 0)
         {
             HP -= 10;
             Wound?.Invoke(this, new FightEventArgs(Name, HP));
         }
         else
         {
             Death?.Invoke(this, new FightEventArgs(Name, HP));
         }
     }
     else
     {
         Block?.Invoke(this, new FightEventArgs(Name, HP));
     }
 }
Пример #28
0
 virtual public void getHit(BodyParts attacked, BattleEventArgs e)
 {
     if (attacked == body)
     {
         Block?.Invoke(this, e);
     }
     else
     {
         Hp  -= (int)attacked;
         e.hp = Hp;
         if (Hp > 0)
         {
             Wound?.Invoke(this, e);
         }
         else
         {
             Death?.Invoke(this, e);
         }
     }
 }
Пример #29
0
        public void GetHit(PartOfTheBody hit)
        {
            if (Blocked == hit)
            {
                Block?.Invoke(FighterName, Hp);
            }
            else
            {
                Hp -= 20;

                if (Hp <= 0)
                {
                    Death?.Invoke(FighterName, 0);
                }
                else
                {
                    Wound?.Invoke(FighterName, Hp);
                }
            }
        }
Пример #30
0
 public void TryBlock(BodyComponents attackedPart, CombatEventArgs e)
 {
     if (!GetHit(attackedPart))
     {
         Block?.Invoke(this, e);
     }
     else
     {
         int damage = e.randomGenerator.Next(2, 20);
         e.currentHP = HP - damage;
         HP          = e.currentHP;
         if (HP > 0)
         {
             Wound?.Invoke(this, e);
         }
         else
         {
             Death?.Invoke(this, e);
         }
     }
 }