Пример #1
0
        protected override void OnUpdate()
        {
            Entities.WithAll <BulletHitTaker>().ForEach((Entity littlebitchEntity, ref BulletHitTaker littlebitch) =>
            {
                if (littlebitch.wasHit == 1)
                {
                    littlebitch.wasHit  = 0;
                    Entity bulletEntity = bulletSpawnSystem.bullets[littlebitch.bulletID];
                    if (World.EntityManager.HasComponent <Bullet>(bulletEntity))
                    {
                        Bullet bullet  = World.EntityManager.GetComponentData <Bullet>(bulletEntity);
                        ZoxID bulletID = World.EntityManager.GetComponentData <ZoxID>(bulletEntity);
                        if (characterSpawnSystem.characters.ContainsKey(bulletID.creatorID))
                        {
                            Entity attackingCharacter = characterSpawnSystem.characters[bulletID.creatorID];
                            DamageSystem.AddDamage(World.EntityManager,
                                                   attackingCharacter, littlebitchEntity, 1, bullet.damage);
                        }
                        else if (TurretSpawnerSystem.turrets.ContainsKey(bulletID.creatorID))
                        {
                            DamageSystem.AddDamage(World.EntityManager,
                                                   TurretSpawnerSystem.turrets[bulletID.creatorID], littlebitchEntity, 1, bullet.damage);
                        }
                        else
                        {
                            UnityEngine.Debug.LogError("Character does not exist: " + bulletID.id + " out of " + characterSpawnSystem.characters.Count + " characters.");
                        }
                        // get angle of hit
                        float3 littlebitchPosition = World.EntityManager.GetComponentData <Translation>(littlebitchEntity).Value;
                        float3 bulletPosition      = World.EntityManager.GetComponentData <Translation>(bulletEntity).Value;
                        float3 difference          = math.normalize(littlebitchPosition - bulletPosition);
#if UNITY_EDITOR
                        UnityEngine.Debug.DrawLine(bulletPosition, bulletPosition + difference, UnityEngine.Color.red, 5);
#endif
                        // add force to character
                        BodyForce force     = World.EntityManager.GetComponentData <BodyForce>(littlebitchEntity);
                        force.acceleration += difference * 1.5f;
                        World.EntityManager.SetComponentData(littlebitchEntity, force);

                        bulletDeathSystem.UseBullet(littlebitch.bulletID);
                    }
                    // else bullet has already been removed
                }
            });
        }
Пример #2
0
 protected override void OnUpdate()
 {
     Entities.WithAll <MeleeAttack, ZoxID, Targeter>().ForEach((Entity e, ref MeleeAttack hitter, ref ZoxID zoxID, ref Targeter targeter) =>
     {
         if (hitter.didHit == 1)
         {
             hitter.didHit = 0;
             DamageSystem.AddDamage(World.EntityManager, e, targeter.nearbyCharacter.character, 0, hitter.attackDamage);
         }
     });
 }
Пример #3
0
 public void GiveExperienceToPlayers()
 {
     foreach (var player in sys.playerSystemGroup.playerSpawnSystem.controllers.Values)
     {
         foreach (var defender in sys.characterSystemGroup.characterSpawnSystem.characters.Values)
         {
             if (player.Index != defender.Index)
             {
                 DamageSystem.AddDamage(EntityManager, player, defender, 0, UnityEngine.Random.Range(1, 12));
                 //break;
             }
         }
     }
 }