Пример #1
0
        protected virtual bool Try_ChangeHealth(HealthEventData healthEventData)
        {
            if (Entity.Health.Get() == 0f)
            {
                return(false);
            }
            if (healthEventData.Delta > 0f && Entity.Health.Get() == 100f)
            {
                return(false);
            }

            float healthDelta = healthEventData.Delta;

            if (healthDelta < 0f)
            {
                healthDelta *= (1f - m_Resistance);
            }

            float newHealth = Mathf.Clamp(Entity.Health.Get() + healthDelta, 0f, 100f);

            Entity.Health.Set(newHealth);

            if (healthDelta < 0f)
            {
                m_HealthRegeneration.Pause();
            }

            return(true);
        }
Пример #2
0
 private void OnSuccess_PlayerHealthChanged(HealthEventData healthEventData)
 {
     if (healthEventData.Delta < 0f && healthEventData.Delta < -8f)
     {
         m_DamageShake.Shake(Mathf.Abs(healthEventData.Delta / 100f));
     }
 }
Пример #3
0
 protected virtual void Update()
 {
     if (m_HealthRegeneration.CanRegenerate && Entity.Health.Get() < 100f && Entity.Health.Get() > 0f)
     {
         var data = new HealthEventData(m_HealthRegeneration.RegenDelta);
         Entity.ChangeHealth.Try(data);
     }
 }
Пример #4
0
        protected void DoHitscan(Camera camera)
        {
            float      spread = Player.Aim.Active ? m_AimSpread : m_NormalSpread;
            RaycastHit hitInfo;

            Ray     ray          = camera.ViewportPointToRay(Vector2.one * 0.5f);
            Vector3 spreadVector = camera.transform.TransformVector(new Vector3(Random.Range(-spread, spread), Random.Range(-spread, spread), 0f));

            ray.direction = Quaternion.Euler(spreadVector) * ray.direction;

            if (Physics.Raycast(ray, out hitInfo, m_MaxDistance, m_Mask, QueryTriggerInteraction.Ignore))
            {
                float impulse = m_RayImpact.GetImpulseAtDistance(hitInfo.distance, m_MaxDistance);

                // Do damage.
                float damage     = m_RayImpact.GetDamageAtDistance(hitInfo.distance, m_MaxDistance);
                var   damageable = hitInfo.collider.GetComponent <IDamageable>();
                if (damageable != null)
                {
                    var damageData = new HealthEventData(-damage, Player, hitInfo.point, ray.direction, impulse);
                    damageable.ReceiveDamage(damageData);
                }
                // Apply an impact impulse.
                else if (hitInfo.rigidbody)
                {
                    hitInfo.rigidbody.AddForceAtPosition(ray.direction * impulse, hitInfo.point, ForceMode.Impulse);
                }

                // Bullet impact effects.
                if (GameController.SurfaceDatabase)
                {
                    var data = GameController.SurfaceDatabase.GetSurfaceData(hitInfo);
                    data.CreateBulletDecal(hitInfo.point + hitInfo.normal * 0.01f, Quaternion.LookRotation(hitInfo.normal), hitInfo.collider.transform);
                    data.CreateBulletImpactFX(hitInfo.point + hitInfo.normal * 0.01f, Quaternion.LookRotation(hitInfo.normal));
                    data.PlaySound(ItemSelectionMethod.Randomly, SoundType.BulletImpact, 1f, hitInfo.point);
                }
            }

            // Create the tracer if a prefab is assigned.
            if (m_Tracer)
            {
                Instantiate(m_Tracer, transform.position + transform.TransformVector(m_TracerOffset), Quaternion.LookRotation(ray.direction));
            }

            // Create the shell if a prefab is assigned.
            if (m_ShellPrefab && m_ShellSpawnMethod == ShellSpawnMethod.Auto)
            {
                SpawnShell();
            }
        }
Пример #5
0
        private void OnTriggerStay(Collider other)
        {
            if (!Active)
            {
                return;
            }

            var entity = other.GetComponent <EntityEventHandler>();

            if (entity)
            {
                var healthEventData = new HealthEventData(-Random.Range(m_DamagePerSecond.x, m_DamagePerSecond.y) * Time.deltaTime);
                entity.ChangeHealth.Try(healthEventData);
            }
        }
Пример #6
0
        public void ReceiveDamage(HealthEventData damageData)
        {
            if (enabled)
            {
                if (m_ParentEntity.Health.Get() > 0f)
                {
                    damageData.Delta *= m_DamageMultiplier;
                    m_ParentEntity.ChangeHealth.Try(damageData);
                }

                if (m_ParentEntity.Health.Get() == 0f)
                {
                    m_Rigidbody.AddForceAtPosition(damageData.HitDirection * damageData.HitImpulse, damageData.HitPoint, ForceMode.Impulse);
                }
            }
        }
Пример #7
0
        protected virtual void On_Hit()
        {
            var raycastData = Player.RaycastData.Get();

            if (!raycastData)
            {
                return;
            }

            if (GameController.SurfaceDatabase)
            {
                var data = GameController.SurfaceDatabase.GetSurfaceData(raycastData.HitInfo);
                data.PlaySound(ItemSelectionMethod.Randomly, m_SoundType, 1f, raycastData.HitInfo.point);

                if (m_SoundType == SoundType.Hit)
                {
                    data.CreateHitFX(raycastData.HitInfo.point, Quaternion.LookRotation(raycastData.HitInfo.normal));
                }
                else if (m_SoundType == SoundType.Chop)
                {
                    data.CreateChopFX(raycastData.HitInfo.point, Quaternion.LookRotation(raycastData.HitInfo.normal));
                }
            }

            var damageable = raycastData.GameObject.GetComponent <IDamageable>();

            if (damageable != null)
            {
                var damageData = new HealthEventData(-m_DamagePerHit, Player, transform.position, GameController.WorldCamera.transform.forward, m_ImpactForce);
                damageable.ReceiveDamage(damageData);
            }

            // Lower the durability...
            if (m_Durability != null)
            {
                var value = m_Durability.Float;
                value.Current--;
                m_Durability.SetValue(ItemProperty.Type.Float, value);

                if (value.Current == 0)
                {
                    Player.DestroyEquippedItem.Try();
                }
            }

            Hit.Send();
        }
Пример #8
0
        private void OnChanged_PlayerHealth(HealthEventData data)
        {
            if (data.Delta < 0f)
            {
                for (int i = 0; i < m_EquipmentHolders.Count; i++)
                {
                    if (m_EquipmentHolders[i].HasItem && m_EquipmentHolders[i].CurrentItem.HasProperty("Durability"))
                    {
                        var durabilityProp = m_EquipmentHolders[i].CurrentItem.GetPropertyValue("Durability");
                        var floatVal       = durabilityProp.Float;
                        floatVal.Current--;

                        durabilityProp.SetValue(ItemProperty.Type.Float, floatVal);

                        if (floatVal.Current <= 0f)
                        {
                            m_EquipmentHolders[i].SetItem(null);
                        }
                    }
                }
            }
        }
Пример #9
0
 protected override bool Try_ChangeHealth(HealthEventData healthEventData)
 {
     healthEventData.Delta *= (1f - Player.Defense.Get() / 100f);
     return(base.Try_ChangeHealth(healthEventData));
 }
Пример #10
0
        private void FixedUpdate()
        {
            if (m_Done)
            {
                return;
            }

            RaycastHit hitInfo;
            Ray        ray = new Ray(transform.position, transform.forward);

            if (Physics.Raycast(ray, out hitInfo, m_MaxDistance, m_Mask, QueryTriggerInteraction.Ignore))
            {
                var data = SurfaceDatabase.Instance.GetSurfaceData(hitInfo);

                float currentSpeed = m_Rigidbody.velocity.magnitude;

                if (currentSpeed >= m_PenetrationThreeshold && data != null)
                {
                    data.PlaySound(ItemSelectionMethod.RandomlyButExcludeLast, m_PenetrationType, 1f, m_AudioSource);

                    transform.SetParent(hitInfo.collider.transform, true);

                    // Stick the projectile in the object.
                    transform.position    = hitInfo.point + transform.forward * m_PenetrationOffset;
                    m_Pivot.localPosition = Vector3.back * m_PenetrationOffset;

                    m_Model.SetParent(m_Pivot, true);

                    float impulse = m_Rigidbody.mass * currentSpeed;

                    var damageable = hitInfo.collider.GetComponent <IDamageable>();

                    // If the object is damageable...
                    if (damageable != null)
                    {
                        float damage = m_MaxDamage * m_DamageCurve.Evaluate(1f - currentSpeed / m_LaunchSpeed);

                        var damageData = new HealthEventData(-damage, m_EntityThatLaunched, hitInfo.point, ray.direction, impulse);
                        damageable.ReceiveDamage(damageData);
                    }
                    // If the object is not damageable, but it's a rigidbody, apply the impact impulse.
                    else if (hitInfo.rigidbody)
                    {
                        hitInfo.rigidbody.AddForceAtPosition(transform.forward * impulse, transform.position, ForceMode.Impulse);
                    }

                    StartCoroutine(C_DoTwang());

                    var hitbox = hitInfo.collider.GetComponent <HitBox>();
                    if (hitbox)
                    {
                        var cols = Physics.OverlapSphere(transform.position, 1.5f, m_Mask, QueryTriggerInteraction.Ignore);
                        for (int i = 0; i < cols.Length; i++)
                        {
                            var colHitbox = cols[i].GetComponent <HitBox>();
                            if (colHitbox)
                            {
                                Physics.IgnoreCollision(colHitbox.Collider, m_Collider);
                            }
                        }
                    }
                    Physics.IgnoreCollision(m_Collider, hitInfo.collider);
                    m_Rigidbody.isKinematic = true;
                }
                else
                {
                    m_HitAudio.Play(ItemSelectionMethod.Randomly, m_AudioSource);
                    m_Rigidbody.isKinematic = false;
                }

                m_Collider.enabled   = true;
                m_Collider.isTrigger = true;

                m_Done = true;
            }
        }