示例#1
0
    public void rpcContactProcess(Vector3 position, int otherId)
    {
        if (oneImpactVictim == null)
        {
            transform.position = position;

            GameObject other     = null;
            CombatFlow otherFlow = null;

            if (otherId != -1)
            {
                other     = PhotonNetwork.GetPhotonView(otherId).gameObject;
                otherFlow = other.gameObject.GetComponent <CombatFlow>();
            }

            if (other != null)
            {
                oneImpactVictim = other.transform.root.gameObject;
            }

            Debug.Log("Bomb collided");
            // die immediately on collision
            myCombatFlow.dealLocalDamage(myCombatFlow.getHP());

            if (otherFlow != null && myCombatFlow.localOwned)
            {
                otherFlow.dealDamage(impactDamage);
            }
        }
    }
示例#2
0
    private void FixedUpdate()
    {
        if (launched)
        {
            if (myCombatFlow.localOwned)
            {
                if (myTarget != null && !hasPassed && myTarget.GetComponent <CreepControl>() == null &&
                    Vector3.Distance(myTarget.transform.position,
                                     transform.position) < PASS_OWNERSHIP_DISTANCE)
                {
                    // target's instance will own this missile and show accurate position
                    myCombatFlow.giveOwnership(targetID);
                    Debug.LogWarning("Giving missile ownership");
                }


                if (armed && rbRef.velocity.magnitude < selfDestructSpeed)
                {
                    myCombatFlow.dealLocalDamage(myCombatFlow.getHP());
                }

                if (myTarget != null)
                {
                    updateTargetPosition();
                }

                if (checkProximityFuse())
                {
                    // make this rpc
                    if (effectsObj != null)
                    {
                        //effectsObj.GetComponent<Light>().enabled = false;
                        photonView.RPC("rpcDisableLight", RpcTarget.All);
                    }
                    if (myCombatFlow != null && myCombatFlow.localOwned)
                    {
                        // blow up local instance. Death itself should be networked fine
                        myCombatFlow.dealLocalDamage(myCombatFlow.getHP());
                    }
                }
            }
        }
    }
示例#3
0
    public void impactLocal(Vector3 position, GameObject other)
    {
        GameObject otherRoot = other;
        CombatFlow otherFlow = other.GetComponent <CombatFlow>();


        transform.position = position;

        if (otherRoot != null) // do not do anything against effects
        {
            bool doExplode = !otherRoot.CompareTag("Effects");

            //Debug.LogWarning("NOTE: ROCKET FOUND OTHER ROOT GAMEOBJECT");

            if (otherFlow != null)
            {
                if (otherFlow.team != myTeam || friendlyImpact)
                {
                    if (myFlow.localOwned)
                    {
                        //otherFlow.currentHP -= impactDamage;
                        otherFlow.dealDamage(impactDamage);
                    }
                }
                else
                {
                    doExplode = false;
                }
            }

            if (doExplode)
            {
                // myFlow.currentHP -= myFlow.currentHP;
                myFlow.dealLocalDamage(myFlow.getHP());
                if (effectsObj != null)
                {
                    effectsObj.GetComponent <Light>().enabled = false;
                }
                //Debug.Log("Rocket HP after impact: " + myFlow.currentHP);
            }
        }
    }
示例#4
0
 public void killIfLifetimeOver()
 {
     if (launched)
     {
         if (projectileLifetime > 0f)
         {
             projectileLifetime -= Time.deltaTime;
         }
         else // timer ran out
         {
             // Not bothering to check if null because all Weapons should contain a CombatFlow object
             CombatFlow myFlow = GetComponent <CombatFlow>();
             //myFlow.currentHP -= myFlow.currentHP;
             myFlow.dealLocalDamage(myFlow.getHP());
         }
     }
 }