/// <summary> /// Call Back of hitboxes /// </summary> /// <param name="hitBox">vHitBox object</param> /// <param name="other">target Collider</param> public virtual void OnHit(vHitBox hitBox, Collider other) { //Check first contition for hit if (canApplyDamage && !targetColliders[hitBox].Contains(other.gameObject) && (meleeManager != null && other.gameObject != meleeManager.gameObject)) { var inDamage = false; var inRecoil = false; if (meleeManager == null) { meleeManager = GetComponentInParent <vMeleeManager>(); } //check if meleeManager exist and apply his hitProperties to this HitProperties _hitProperties = meleeManager.hitProperties; /// Damage Conditions if (((hitBox.triggerType & vHitBoxType.Damage) != 0) && _hitProperties.hitDamageTags == null || _hitProperties.hitDamageTags.Count == 0) { inDamage = true; } else if (((hitBox.triggerType & vHitBoxType.Damage) != 0) && _hitProperties.hitDamageTags.Contains(other.tag)) { inDamage = true; } else ///Recoil Conditions if (((hitBox.triggerType & vHitBoxType.Recoil) != 0) && (_hitProperties.hitRecoilLayer == (_hitProperties.hitRecoilLayer | (1 << other.gameObject.layer)))) { inRecoil = true; } if (inDamage || inRecoil) { ///add target collider in list to control frequency of hit him targetColliders[hitBox].Add(other.gameObject); vHitInfo hitInfo = new vHitInfo(this, hitBox, other, hitBox.transform.position); if (inDamage == true) { /// If meleeManager /// call onDamageHit to control damage values /// and meleemanager will call the ApplyDamage after to filter the damage /// if meleeManager is null /// The damage will be directly applied /// Finally the OnDamageHit event is called if (meleeManager) { meleeManager.OnDamageHit(hitInfo); } else { damage.sender = transform; ApplyDamage(hitBox, other, damage); } onDamageHit.Invoke(hitInfo); } /// Recoil just work with OnRecoilHit event and meleeManger if (inRecoil == true) { if (meleeManager) { meleeManager.OnRecoilHit(hitInfo); } onRecoilHit.Invoke(hitInfo); } } } }