示例#1
0
 public BattleSettings(int startingHp, int maxHp, BattleDamage missedBeatDamage, BattleDamage invalidInputDamage,
                       int hitsInARowToHeal)
 {
     this.startingHp         = startingHp;
     this.maxHp              = maxHp;
     this.missedBeatDamage   = missedBeatDamage;
     this.invalidInputDamage = invalidInputDamage;
     this.hitsInARowToHeal   = hitsInARowToHeal;
 }
示例#2
0
    void OnTriggerEnter(Collider target)
    {
        BattleDamage damage = target.gameObject.GetComponent <BattleDamage>();

        if (damage)
        {
            damage.TakeDamage(target, hitDamage);
            m_splatSound.Play();
        }
    }
示例#3
0
    void OnCollisionEnter(Collision target)
    {
        //Debug.Log(ToString() + " bitch slapping collision target " + target.gameObject.ToString() + " with impulse " + target.impulse.ToString() + " and relative velocity " + target.relativeVelocity.ToString());
        BattleDamage damage = target.gameObject.GetComponent <BattleDamage>();

        if (damage)
        {
            damage.TakeDamage(target.collider, hitDamage);
            m_splatSound.Play();
        }
    }
示例#4
0
 //Shoot calculates the initial ballistics direction
 public void Shoot()
 {
     // Check if our raycast has hit anything
     if (targetHit)
     {
         //Debug.Log("Target hit at " + hitTarget.distance + "m at collider " + hitTarget.collider.ToString() + " belonging to " + hitTarget.collider.gameObject.name);
         BattleDamage battleDamage = hitTarget.collider.gameObject.GetComponent <BattleDamage>();
         if (battleDamage)
         {
             //damage the target
             battleDamage.TakeDamage(hitTarget, damagePoint);
         }
     }
 }
示例#5
0
 void AssignGameComponents()
 {
     animator = GetComponent <Animator>();
     //establish the observer relationship
     controller            = new MyStuff.Controller(this);
     animationContext      = new MyStuff.AnimationContext(animator);
     movementContext       = new MyStuff.MovementContext(this);
     lateralMovementVector = new Vector3();
     rigidBody             = GetComponent <Rigidbody>();
     groundContact         = true;
     fpsCamera             = fpsCameraObj.GetComponent <Camera>();
     health     = GetComponent <Health>();
     bodyDamage = GetComponent <BattleDamage>();
     AssignWeapon();
     deathSequence = GetComponent <Dead>();
     m_enableIK    = true;
 }