Пример #1
0
    protected override void onHit(GameObject g)
    {
        hitList.Add(g);
        UnitStats targetStats     = g.GetComponent <UnitStats>();
        float     increasedDamage = damage + damage * (1 - targetStats.PercentageHealth()); //deal increased damage equal to percentage missing health

        if (slowMulti > 1 && targetStats.isSlowed())
        {
            increasedDamage *= slowMulti;
        }
        targetStats.TakeDamage(increasedDamage);
        if (targetStats.CurrentHealth() <= 0)
        {
            owner.GetComponent <UnitStats>().GainArmor(armorOnKillAmount);
            owner.GetComponent <UnitStats>().Heal(healOnKillAmount);
        }
        if (bleed > 0)
        {
            targetStats.Bleed(bleed);
        }
        if (slow > 0)
        {
            targetStats.Slow(slow);
        }
        if (bleedConsumeMultiplier > 0)
        {
            targetStats.ConsumeBleed(bleedConsumeMultiplier);
        }
        WeaponCollisionEnterEvent.Invoke(g);
        OnHitEvent.Invoke();
        OnHitHeal.Invoke(heal);
    }
Пример #2
0
    protected virtual void Start()
    {
        statController = GetComponent <UnitStats>();
        rigidbody      = GetComponent <Rigidbody2D>();
        //instantiate health bar
        HealthbarPrefab   = Resources.Load("Prefabs/Healthbar") as GameObject;
        HealthbarInstance = Instantiate(HealthbarPrefab, transform);
        HealthbarInstance.transform.localPosition = new Vector3(HealthbarOffsetX, HealthbarOffsetY, 0);
        HealthbarInstance.transform.localScale    = new Vector3(0.5f / transform.localScale.x, 0.5f / transform.localScale.y, 1);
        HealthbarInstance.GetComponent <HealthBar>().InitMaxHealth((int)statController.MaxHealth());
        HealthbarInstance.GetComponent <HealthBar>().UpdateHealth(1, (int)statController.CurrentHealth());

        ExposeEffectPrefab     = Resources.Load("Prefabs/Effects/ExposeEffect") as GameObject;
        ProtectionEffectPrefab = Resources.Load("Prefabs/Effects/ProtectionEffect") as GameObject;
    }