//for apply damage directly, not in used public void ApplyDamage(float damage) { if (immunityCounter > 0) { return; } //show the overlay (for UI) Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0); new TextOverlay(thisT.position + offsetPos, damage.ToString("f0")); //if the unit is player, fire event to inform UI if (thisObj.layer == TDS.GetLayerPlayer()) { TDS.PlayerDamaged(damage); } //register the stagger hpRegenStaggerCounter = hpRegenStagger; hitPoint -= damage; //damage the hitpoint if (hitPoint <= 0) { Destroyed(); } if (hitPoint > 0 && uAnimation != null) { uAnimation.Hit(); } }
//function call when the unit instance gain/lost hitpoint from external source public virtual float GainHitPoint(float value) { float limit = GetFullHitPoint() - hitPoint; hitPoint += Mathf.Min(value, limit); //if the unit lost hitpoint instead of gaining it if (value < 0) { hpRegenStaggerCounter = hpRegenStagger; //if this is the player, call the damage event (inform UI) if (thisObj.layer == TDS.GetLayerPlayer()) { TDS.PlayerDamaged(value); } } //if hitpoint reach 0, destroy the unit if (hitPoint <= 0) { Destroyed(); } return(limit); }
//applies the effect of an attack public void ApplyAttack(AttackInstance attInstance) { if (immunityCounter > 0) { return; } //if unit is invincible, do nothing if (IsInvincible()) { Debug.Log("Immuned"); Vector3 osPos = new Vector3(0, Random.value + 0.5f, 0); new TextOverlay(thisT.position + osPos, "Immuned"); return; } AttackStats aStats = attInstance.aStats; //check if the attack is an aoe and modify the damage value is dimishingAOE is enabled float damage = Random.Range(aStats.damageMin, aStats.damageMax); if (attInstance.isAOE && aStats.diminishingAOE) { damage *= Mathf.Clamp(1 - attInstance.aoeDistance / aStats.aoeRadius, 0, 1); } //check for cirtical and modify the damage based on critical multiplier bool critical = Random.value < aStats.critChance; if (critical) { damage *= aStats.critMultiplier; } //modify the damage based on damage and armor type damage *= DamageTable.GetModifier(armorType, aStats.damageType); //if damage is valid, modify the hit point if (damage > 0) { //show the overlay (for UI) Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0); if (!critical) { new TextOverlay(thisT.position + offsetPos, damage.ToString("f0")); } else { new TextOverlay(thisT.position + offsetPos, damage.ToString("f0"), new Color(1f, 0.9f, 0.9f, 1f), 1.5f); } //if the unit is player, fire event to inform UI if (thisObj.layer == TDS.GetLayerPlayer()) { TDS.PlayerDamaged(damage); } //register the stagger hpRegenStaggerCounter = hpRegenStagger; hitPoint -= damage; //damage the hitpoint if (hitPoint <= 0) { Destroyed(attInstance.GetSrcPlayer()); } if (hitPoint > 0 && uAnimation != null) { uAnimation.Hit(); } } //apply effect if there's any //if(aStats.effect!=null) ApplyEffect(aStats.effect); if (hitPoint > 0 && aStats.effectIdx >= 0) { ApplyEffect(Effect_DB.CloneItem(aStats.effectIdx)); } }