Пример #1
0
        public void SendCommandToHit(Unit source, IDamageable target, int damage = -1)
        {
            Damage _damage = new Damage(damage, true);

            if (damage == -1)
            {
                _damage = DamageCalculator.CalculateDamage(source, target);
            }
            if (Global.instance.matchType == MatchTypes.Online)
            {
                int targetX = Mathf.RoundToInt(target.GetMyPosition().x);
                int targetZ = Mathf.RoundToInt(target.GetMyPosition().z);
                photonView.RPC
                    ("RPCHitTarget",
                    RpcTarget.All,
                    source.currentPosition.bottomLeftCorner.position.x,
                    source.currentPosition.bottomLeftCorner.position.z,
                    targetX,
                    targetZ,
                    _damage.baseDamage,
                    _damage.isHit);
            }
            else
            {
                source.HitTarget(target, _damage);
            }
        }
Пример #2
0
        public override IEnumerator MoveTo(MultiTile newPosition)
        {
            finalPosition = newPosition;
            Queue <MultiTile> path = Pathfinder.instance.GetPathFromTo(myUnit, newPosition);

            if (myUnit.IsExittingCombat(newPosition))
            {
                myUnit.ExitCombat();
                int health = myUnit.statistics.healthPoints;
                foreach (Tile neighbour in myUnit.currentPosition.closeNeighbours)
                {
                    if (myUnit.IsAlive() && neighbour.GetMyObject <Unit>() != null && myUnit.IsEnemyOf(neighbour.GetMyObject <Unit>()))
                    {
                        int damage = DamageCalculator.CalculateDamage(neighbour.GetMyObject <Unit>(), myUnit, 1.5f);
                        neighbour.GetMyObject <Unit>().Backstab(myUnit, damage);
                        health -= damage;
                    }
                }
                if (health > 0)
                {
                    //THe attacks will not kill us, cause calculated :P
                }
                else
                {
                    //rip, abort.
                    yield break;
                }
            }

            BattlescapeGraphics.ColouringTool.UncolourAllTiles();
            PlayMovementAnimation();
            int tileCount = path.Count;

            for (int i = 0; i < tileCount; ++i)
            {
                MultiTile temporaryGoal = path.Dequeue();
                myUnit.OnMove(myUnit.currentPosition, temporaryGoal);
                myUnit.TryToSetMyPositionTo(temporaryGoal);
                //I am aware, that for now we are still just turning into a direction in one frame. If we ever want it any other way, it needs a bit of work to set it otherwise so im not doing it now :D.
                //if we want to slowly turn, we need to ask if we already turned, and if not we turn and if yes we move here.
                TurnTowards(temporaryGoal.center);
                while (Vector3.Distance(myUnit.transform.position, temporaryGoal.center) > 0.0001f)
                {
                    myUnit.transform.position = Vector3.MoveTowards(myUnit.transform.position, temporaryGoal.center, visualSpeed * Time.deltaTime);
                    yield return(null);
                }
                temporaryGoal.SetMyObjectTo(myUnit);
            }
            StopMovementAnimation();
            PlayerInput.instance.isInputBlocked = false;
            if (newPosition.IsProtectedByEnemyOf(myUnit))
            {
                myUnit.statistics.movementPoints = 0;
            }
            else
            {
                myUnit.statistics.movementPoints -= tileCount - 1;
            }
            BattlescapeGraphics.ColouringTool.ColourLegalTilesFor(myUnit);
        }
Пример #3
0
        //this should play on attacked unit when it is time it should receive DMG
        public void OnHit(Unit source)
        {
            //Currently (in old code system) we should check right now if damage is dealt at all - maybe the attack is a miss (and just reduces Defence).
            int damage = DamageCalculator.CalculateDamage(source, this);

            if (AttackEvent != null)
            {
                AttackEvent(source, this, damage);
            }
            ReceiveDamage(damage);
        }