示例#1
0
        bool BlockAttack(Damage damage)
        {
            // trigger the hitReaction animation if the character is blocking
            var defenseRangeConditions = meleeManager != null ? (meleeManager.CurrentMeleeDefense() != null ? meleeManager.CurrentMeleeDefense().AttackInDefenseRange(damage.sender) : false) : false;

            if (blocking && (animator != null && animator.enabled) && !damage.ignoreDefense && defenseRangeConditions)
            {
                var recoil_id           = damage.recoil_id;
                var targetRecoil_id     = (meleeManager.CurrentMeleeDefense() != null ? meleeManager.CurrentMeleeDefense().Recoil_ID : 0);
                var hitRecoilContidions = stepUp || climbUp || jumpOver || quickTurn || rolling;

                if (!hitRecoilContidions)
                {
                    SendMessage("TriggerRecoil", recoil_id, SendMessageOptions.DontRequireReceiver);
                }
                if (meleeManager.CurrentMeleeDefense().breakAttack&& !hitRecoilContidions && damage.sender != null)
                {
                    damage.sender.SendMessage("TriggerRecoil", targetRecoil_id, SendMessageOptions.DontRequireReceiver);
                }

                var damageResult = GetDamageResult(damage.value, meleeManager.CurrentMeleeDefense().defenseRate);
                currentHealth -= damageResult;

                meleeManager.CurrentMeleeDefense().PlayDEFSound();
                if (damage.sender != null && damageResult > 0)
                {
                    damage.sender.SendMessage("PlayHitSound", SendMessageOptions.DontRequireReceiver);
                }

                if (healthSlider != null)
                {
                    healthSlider.Damage(damageResult);
                }
                currentHealthRecoveryDelay = healthRecoveryDelay;
                CheckHealth();
                return(true);
            }
            return(false);
        }
        bool BlockAttack(Damage damage)
        {
            // while the character is defending
            var defenceRangeConditions = (meleeManager != null && meleeManager.CurrentMeleeDefense() != null ? meleeManager.CurrentMeleeDefense().AttackInDefenseRange(damage.sender) : false);

            if (blocking && currentStamina > damage.value && !damage.ignoreDefense && defenceRangeConditions)
            {
                var recoil_id       = damage.recoil_id;
                var targetRecoil_id = (meleeManager.CurrentMeleeDefense() != null ? meleeManager.CurrentMeleeDefense().Recoil_ID : 0);
                // trigger a recoil animation based on the ID set by the attack of the attacker
                SendMessage("TriggerRecoil", recoil_id, SendMessageOptions.DontRequireReceiver);
                if (meleeManager.CurrentMeleeDefense().breakAttack&& damage.sender != null)
                {
                    damage.sender.SendMessage("TriggerRecoil", targetRecoil_id, SendMessageOptions.DontRequireReceiver);
                }

                // reduce the current stamina based on the damage of the attack
                ReduceStamina(damage.value);
                recoveryDelay = meleeManager.CurrentMeleeDefense().d_staminaRecoveryDelay;

                // reduce the current health if your defense rate is lower then 100
                var damageResult = GetDamageResult(damage.value, meleeManager.CurrentMeleeDefense().defenseRate);
                currentHealth -= damageResult;

                // trigger the def sound of your defense weapon
                meleeManager.CurrentMeleeDefense().PlayDEFSound();
                if (damage.sender != null && damageResult > 0)
                {
                    // play the hit sound based on the weapon that attacked you - check the weapon sounds
                    damage.sender.SendMessage("PlayHitSound", SendMessageOptions.DontRequireReceiver);
                }

                // reduce the current health based on the damage of the weapon
                currentHealth -= damageResult;
                currentHealthRecoveryDelay = healthRecoveryDelay;
                return(true);
            }
            return(false);
        }