void Awake() { foreach (var group in CanDamage) { DamageGroup |= group; } }
void Awake() { foreach (var group in damageGroups) { damageGroup |= group; } FFSystem.RegisterNetGameObject(gameObject, gameObject.name); FFMessageBoard<ApplyHealthEvent>.Connect(OnApplyHealth, gameObject); FFMessageBoard<EmptyHealthEvent>.Connect(OnHealthEmpty, gameObject); if(FFServer.isLocal == false) { FFMessageBoard<ExHealth>.Connect(OnServerUpdate, gameObject); } else { FFMessage<FFNetEvents.ClientConnectedEvent>.Connect(OnClientConnected); } }
void Awake() { foreach (var group in damageGroups) { damageGroup |= group; } FFSystem.RegisterNetGameObject(gameObject, gameObject.name); FFMessageBoard <ApplyHealthEvent> .Connect(OnApplyHealth, gameObject); FFMessageBoard <EmptyHealthEvent> .Connect(OnHealthEmpty, gameObject); if (FFServer.isLocal == false) { FFMessageBoard <ExHealth> .Connect(OnServerUpdate, gameObject); } else { FFMessage <FFNetEvents.ClientConnectedEvent> .Connect(OnClientConnected); } }
public void Reset(float damage, DamageGroup group) { uniqueId = ++id_counter; this.damage = damage; this.damageGroup = group; }
public void Reflect(float damage, DamageGroup group) { Reset(damage, group); InitTransform(transform.position, -direction); }
public void InitDamage(float atk, DamageGroup group) { Reset(atk, group); }