示例#1
0
        private void OnTriggerEnter(Collider other)
        {
            if (_healthsContainer == null)
            {
                return;
            }

            var collidingGO = other.gameObject;

            if (!_damageLayer.Contains(collidingGO.layer))
            {
                return;
            }

            var healthId = collidingGO.GetInstanceID();
            var health   = _healthsContainer.GetHealth(healthId);

            if (health != null)
            {
                health.TakeDamage(_damageAmount);
            }

            var myId = gameObject.GetInstanceID();

            OnDealDamage?.Invoke(this);
        }
示例#2
0
    public void DealDamage(CreatureStats from, CreatureStats to, int number, IDamage damage = null)
    {
        if (damage == null)
        {
            damage = new BaseDamage();
        }

        int realDamage = damage.GetCalculate(to, number);

        to.HP -= realDamage;

        if (to.HP <= 0)
        {
            OnDeathPlayer?.Invoke(to, damage);
        }
        Debug.LogFormat("{0} наносит {1} урон {2}", from.name, realDamage, to.name);
        OnDealDamage?.Invoke(to, damage);
    }
    protected virtual void OnCollisionEnter2D(Collision2D collision)
    {
        if (!collision.gameObject.tag.Contains("CanBoop") || _health <= 0)
        {
            return;
        }

        Vector2 contactPoint    = collision.GetContact(0).point;
        Vector2 vectorToContact = contactPoint - (Vector2)transform.position;

        Vector2 knockbackVector = collision.GetContact(0).normal;

        knockbackVector = knockbackVector * knockbackStrength;

        if (Vector2.Angle(transform.up, vectorToContact) < DamageRecievingAngle * 0.5f)
        {
            //This DR is taking damage
            collision.rigidbody?.AddForce(Vector2.up * boopBoost, ForceMode2D.Impulse);

            TakeDamage(new DamagePacket(DamageType.COLLISION, knockbackVector, collision.transform.GetComponent <IDamageDealer>()));
        }
        else
        {
            //Other DR is taking damage
            if (TryGetComponent(out Rigidbody2D rb))
            {
                rb.AddForce(knockbackVector, ForceMode2D.Impulse);
            }

            DamageReceiver otherDR = collision.transform.GetComponent <DamageReceiver>();
            otherDR?.TakeDamage(new DamagePacket(DamageType.COLLISION, damageAmount, -knockbackVector, _damageSource));

            if (otherDR)
            {
                OnDealDamage?.Invoke(otherDR, _damageSource);
            }
        }
    }
示例#4
0
 public void dealDamage()
 {
     targetAttack = null;
     OnDealDamage?.Invoke();
 }
示例#5
0
    public bool DealDamage(GameObject hit, Vector3 hitPoint)
    {
        DamageReceiver receiver = FindObjectDamageReceiver(hit);

        // 检查开关
        if (receiver == null || !receiver.enabled)
        {
            return(false);
        }

        // 检查忽略
        if (IgnoredReceivers.Contains(receiver))
        {
            return(false);
        }

        // 检查类型匹配
        if (!damageTypes.GetType(receiver.type))
        {
            //Debug.Log($"{hit.transform.GetPath()}目标类型与DamageDealer类型不匹配:{receiver.type} {damageTypes}");
            return(false);
        }

        // 检查伤害判定间隔
        if (useDamageInterval &&
            timers.ContainsKey(receiver.GetInstanceID()) &&
            timers[receiver.GetInstanceID()] < damageInterval)
        {
            return(false);
        }

        this.hitPoint = hitPoint;

        // 实际伤害值
        float realDamage = 0f;

        // 实际伤害结算次数
        int realDamageApplyCount = damageApplyCount;

        switch (damageSource)
        {
        case DamageSource.Player:
            break;

        case DamageSource.Enemy:

            if (statCollection == null)
            {
                statCollection = origin?.GetComponent <RPGStatCollection> ();
            }

            if (!dontDealDamage)
            {
                damageInfo = new DamageInfo(damage, origin.gameObject);
                damageInfo.damageSourceType = damageSource;
                damageInfo.attackType       = attackType;
                damageInfo.attackRangeType  = attackRangeType;
                damageInfo.movesName        = moveName;
            }

            break;

        case DamageSource.Trap:

            if (!dontDealDamage)
            {
                damageInfo = new DamageInfo(damage, origin.gameObject);
                damageInfo.damageSourceType = damageSource;
                damageInfo.attackType       = attackType;
                damageInfo.attackRangeType  = attackRangeType;
                damageInfo.movesName        = moveName;
                damageInfo.ignoreBlock      = ignoreBlock;
            }

            break;
        }

        // 伤害结算
        if (damageInfo != null)
        {
            //Debug.Log ( $"对{receiver.transform.GetPath ()}结算伤害" );
            for (var i = 0; i < realDamageApplyCount; ++i)
            {
                receiver.TakeDamage(damageInfo);
            }
        }

        // 伤害结算完毕后,是否要忽略后续对相同Receiver的判定
        if (ignoreReceiverOnDealDamage)
        {
            IgnoreReceiver(receiver);
        }

        if (useDamageInterval)
        {
            if (!timers.ContainsKey(receiver.GetInstanceID()))
            {
                timers.Add(receiver.GetInstanceID(), 0f);
            }
            timers[receiver.GetInstanceID()] = 0.0f;
        }


        OnDealDamage?.Invoke(damage * damageMultiplier, receiver, this);

        return(true);
    }