static int CollisionPriority(HitboxCollision collision)
        {
            var src = collision.Source;
            var dst = collision.Destination;

            return((int)src.DefaultType * (int)dst.DefaultType * src.Priority * dst.Priority);
        }
 bool AddStrikable(IStrikable strikable, HitboxCollision collision)
 {
     if (strikable == null)
     {
         return(false);
     }
     _targetedCollisions[strikable] = collision;
     return(true);
 }
示例#3
0
 void AddStrikable(IStrikable strikable, HitboxCollision collision)
 {
     if (strikable == null)
     {
         return;
     }
     if (_targetedCollisions.ContainsKey(strikable))
     {
         _targetedCollisions.Add(strikable, collision);
     }
 }
示例#4
0
    public void CreateHitBox()
    {
        // Instatiate hitbox with stats from this script
        GameObject instance = Instantiate(m_HitBox);

        // Set position of hitbox to the position of the target
        instance.transform.position = m_DiveTarget.transform.position;
        HitboxCollision hcol = instance.GetComponent <HitboxCollision>();

        hcol.currentType      = HitboxCollision.HitboxType.DIVE;
        hcol.m_PlayerNumber   = m_PlayerNumber;            // Used to identify the different players.
        hcol.m_TankMask       = m_TankMask;
        hcol.m_MaxDamage      = m_MaxDamage;
        hcol.m_HitStun        = m_HitStun;
        hcol.m_ExplosionForce = m_ExplosionForce;
        //bcol.m_MaxLifeTime = m_MaxLifeTime;
        hcol.m_ExplosionRadius = m_ExplosionRadius;
        hcol.m_OwnerRigidbody  = gameObject.GetComponent <Rigidbody>();
    }
    private void CreateHitBox()
    {
        // Instatiate hitbox with stats from this script
        GameObject instance = Instantiate(m_HitBox);

        hitbox = instance;
        // Set hitbox as child of player
        instance.transform.SetParent(GameObject.Find("Player" + m_PlayerNumber).transform, false);
        HitboxCollision hcol = instance.GetComponent <HitboxCollision>();

        hcol.currentType       = HitboxCollision.HitboxType.BARRIER;
        hcol.m_PlayerNumber    = m_PlayerNumber;           // Used to identify the different players.
        hcol.m_TankMask        = m_TankMask;
        hcol.m_MaxDamage       = m_MaxDamage;
        hcol.m_HitStun         = m_HitStun;
        hcol.m_ExplosionForce  = m_ExplosionForce;
        hcol.m_MaxLifeTime     = m_TimeInState;
        hcol.m_ExplosionRadius = m_ExplosionRadius;
        hcol.m_OwnerRigidbody  = gameObject.GetComponent <Rigidbody>();
    }