public void DoDamage(Vector3 point, Quaternion rot, float damage, string bodyPartName) { GameObject correctPS = null; GlobalLoader GLo = GameObject.FindObjectOfType <GlobalLoader> (); switch (bt) { case BodyType.Soldier: correctPS = GLo.bloodParticleSystem; break; } GameObject ps = (GameObject)Instantiate(correctPS, point, rot); float intDamage = damage * DamageMultiplyer; if (this.transform.root.GetComponent <ObjectHealth>() != null) { if (this.transform.root.GetComponent <ObjectHealth>().alive) { this.transform.root.GetComponent <ObjectHealth> ().TakeDamage((int)intDamage, bodyPartName, point); } else { this.transform.root.GetComponent <ObjectHealth> ().MoveOnly(bodyPartName, point); } } }
public Bootstrap(IRepository repository, IScriptLoader scriptLoader, IErrorCache errorCache) { Repository = repository; ScriptLoader = scriptLoader; ErrorCache = errorCache; globalLoader = new GlobalLoader(errorCache); cache = new PackageCache(errorCache); }
void OnTriggerEnter(Collider c) { if (c.gameObject.GetComponent <VehicleColliders>() != null) { Vehicle v = c.gameObject.transform.root.GetComponent <Vehicle>(); if (v.GetComponent <Rigidbody>().velocity.magnitude > 4.5f) { this.Health -= 100; this.contactPoint = this.transform.position; partName = "b_Hips"; AudioSource.PlayClipAtPoint(v.bump, this.transform.position); GlobalLoader GLo = GameObject.FindObjectOfType <GlobalLoader> (); GameObject correctPS = GLo.bloodParticleSystem; GameObject ps = (GameObject)Instantiate(correctPS, contactPoint, this.transform.rotation); } } }