public async Task <int> Damage(GameDamage d) { SSQCDamage dd = new SSQCDamage { GameID = d.GameID, GameTime = d.GameTime, Attacker_TF_ID = d.Attacker.TF_ID, Target_TF_ID = d.Target.TF_ID, WeaponType = d.WeaponType, Damage = d.Damage, Shot_ID = d.Shot_ID, VHeight = d.VHeight, DeathType = d.DeathType, HadFlag = d.HadFlag }; await _context.AddAsync(dd); return(await _context.SaveChangesAsync()); }
public async Task <int> Damage(GameDamage d) { // submit data return(await _SSQCStatsRepository.Damage(d)); }
public async Task <int> Damage([FromBody] GameDamage d) { var resp = await _statsService.Damage(d); return(resp); }
private void Update() { if (Time.time >= (timeCount + LifeTime) - 0.5f) { if (gameDamageObject == null) { gameDamageObject = GetComponent <GameDamage>(); } if (gameDamageObject != null) { gameDamageObject.Active(); } } if (Target) { Quaternion rotation = Quaternion.LookRotation(Target.transform.position - transform.transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping); Vector3 dir = (Target.transform.position - transform.position).normalized; float direction = Vector3.Dot(dir, transform.forward); if (direction < TargetLockDirection) { Target = null; } } if (Seeker) { if (timetorock > DurationLock) { if (!locked && !Target) { float distance = int.MaxValue; for (int t = 0; t < TargetTag.Length; t++) { if (GameObject.FindGameObjectsWithTag(TargetTag[t]).Length > 0) { GameObject[] objs = GameObject.FindGameObjectsWithTag(TargetTag[t]); for (int i = 0; i < objs.Length; i++) { if (objs[i]) { Vector3 dir = (objs[i].transform.position - transform.position).normalized; float direction = Vector3.Dot(dir, transform.forward); float dis = Vector3.Distance(objs[i].transform.position, transform.position); if (direction >= TargetLockDirection) { if (DistanceLock > dis) { if (distance > dis) { distance = dis; Target = objs[i]; } locked = true; } } } } } } } } else { timetorock += 1; } if (Target) { } else { locked = false; } } }