private void OnHit(HitEffectList effects, Target target, Collider other) { if (this.isDead) return; if (other != null) Debug.Log(this.name + " was hit by collider on " + other.name); foreach (HitEffect effect in effects) { if (effect.name == "Damage") { this.life -= (int)effect.value; } } if (this.life <= 0) { this.isDead = true; Instantiate ( this.explosion.gameObject, this.transform.position, this.transform.rotation ); this.gameObject.SetActive(false); } }
public void OnHit(HitEffectList effects, Target target, Collider other) { #if UNITY_EDITOR // Normal level debug and above if (this.debugLevel > DEBUG_LEVELS.Off) { Debug.Log ( string.Format ( "Targetable ({0}): HitEffects[{1}]", this.name, effects.ToString() ) ); } #endif // Set the hitTime for all effects in the list. effects = effects.CopyWithHitTime(); if (this.onHitDelegates != null) { this.onHitDelegates(effects, target); } // Same as above with addition of collider in signature if (this.onHitColliderDelegates != null) { this.onHitColliderDelegates(effects, target, other); } }
private void OnHit(HitEffectList effects, Target target, Collider other) { if (this.isDead) { return; } if (other != null) { Debug.Log(this.name + " was hit by collider on " + other.name); } foreach (HitEffect effect in effects) { if (effect.name == "Damage") { this.life -= (int)effect.value; } } if (this.life <= 0) { this.isDead = true; Instantiate ( this.explosion.gameObject, this.transform.position, this.transform.rotation ); this.gameObject.SetActive(false); } }
private void OnHit(HitEffectList effects, Target target, Collider other) { if (this.isDead) { return; } if (other != null) { Debug.Log(base.name + " was hit by collider on " + other.name); } foreach (HitEffect current in effects) { if (current.name == "Damage") { this.life -= (int)current.value; } } if (this.life <= 0) { this.isDead = true; UnityEngine.Object.Instantiate(this.explosion.gameObject, base.transform.position, base.transform.rotation); base.gameObject.SetActive(false); } }
public void OnHit(HitEffectList effects, Target target, Collider other) { #if UNITY_EDITOR // Normal level debug and above if (this.debugLevel > DEBUG_LEVELS.Off) { Debug.Log ( string.Format ( "Targetable ({0}): HitEffects[{1}]", this.name, effects.ToString() ) ); } #endif // Set the hitTime for all effects in the list. effects = effects.CopyWithHitTime(); if (this.onHitDelegates != null) this.onHitDelegates(effects, target); // Same as above with addition of collider in signature if (this.onHitColliderDelegates != null) this.onHitColliderDelegates(effects, target, other); }
/// <summary> /// Triggered when a target is hit /// </summary> /// <param name="source">The HitEffectList to send</param> /// <param name="source"> /// The target struct used to cache this target when sent /// </param> public void OnHit(HitEffectList effects, Target target) { this.OnHit(effects, target, null); }
public MessageData_TargetableOnHit(HitEffectList effects, Target target) { this.effects = effects; this.target = target; }
public void OnHit(HitEffectList effects, Target target, Collider other) { effects = effects.CopyWithHitTime(); if (this.onHitDelegates != null) { this.onHitDelegates(effects, target); } if (this.onHitColliderDelegates != null) { this.onHitColliderDelegates(effects, target, other); } }