public void DamageEnemyInTile(int x, int y, float damage, Enemy_BT.ENEMY_GET_DAMAGE_TYPE damage_type) { int size = sword_enemies.Count; int tile_x = 0; int tile_y = 0; for (int k = 0; k < size; k++) { tile_x = sword_enemies[k].GetComponent <Movement_Action>().GetCurrentTileX(); tile_y = sword_enemies[k].GetComponent <Movement_Action>().GetCurrentTileY(); if (x == tile_x && y == tile_y) { sword_enemies[k].GetComponent <EnemySword_BT>().ApplyDamage(damage, damage_type); return; } } size = lance_enemies.Count; for (int k = 0; k < size; k++) { tile_x = lance_enemies[k].GetComponent <Movement_Action>().GetCurrentTileX(); tile_y = lance_enemies[k].GetComponent <Movement_Action>().GetCurrentTileY(); if (x == tile_x && y == tile_y) { lance_enemies[k].GetComponent <EnemySpear_BT>().ApplyDamage(damage, damage_type); return; } } size = shield_enemies.Count; for (int k = 0; k < size; k++) { tile_x = shield_enemies[k].GetComponent <Movement_Action>().GetCurrentTileX(); tile_y = shield_enemies[k].GetComponent <Movement_Action>().GetCurrentTileY(); if (x == tile_x && y == tile_y) { shield_enemies[k].GetComponent <EnemyShield_BT>().ApplyDamage(damage, damage_type); return; } } if (x == boss.GetComponent <Movement_Action>().GetCurrentTileX() && y == boss.GetComponent <Movement_Action>().GetCurrentTileY()) { boss.GetComponent <Boss_BT>().ApplyDamage(damage); return; } }
public bool ApplyDamage(GameObject target, float damage, Enemy_BT.ENEMY_GET_DAMAGE_TYPE damage_type) { if (target.GetComponent <EnemySword_BT>() != null) { return(target.GetComponent <EnemySword_BT>().ApplyDamage(damage, damage_type)); } else if (target.GetComponent <EnemySpear_BT>() != null) { return(target.GetComponent <EnemySpear_BT>().ApplyDamage(damage, damage_type)); } else if (target.GetComponent <EnemyShield_BT>() != null) { return(target.GetComponent <EnemyShield_BT>().ApplyDamage(damage, damage_type)); } else if (target.GetComponent <Boss_BT>() != null) { return(target.GetComponent <Boss_BT>().ApplyDamage(damage)); } return(true); }
public void SetHitType(Enemy_BT.ENEMY_GET_DAMAGE_TYPE dmg_type) { next_dmg_type = dmg_type; }