示例#1
0
        protected bool AddTarget(Transform other, bool dontHitIfInPermTracker = true)
        {
            if (!_initialised)
            {
                return(false);
            }

            if (other.CompareTag("Enemy") || other.CompareTag("NPC") || other.CompareTag("Player"))
            {
                var baseMono    = other.GetComponent <BaseCharacterMono>();
                var foundTarget = !Caster.IsFriendly(baseMono.Character);

                if (baseMono != null && baseMono.Character.CharacterType == CharacterType.NPC)
                {
                    if (!Rm_RPGHandler.Instance.Combat.NPCsCanFight)
                    {
                        foundTarget = false;
                    }
                    else if (Caster.CharacterType == CharacterType.Player)
                    {
                        if (!Rm_RPGHandler.Instance.Combat.CanAttackNPcs)
                        {
                            foundTarget = false;
                        }
                        else
                        {
                            var npcChar = baseMono.Character as NonPlayerCharacter;
                            if (npcChar.CanBeKilled && !Rm_RPGHandler.Instance.Combat.CanAttackUnkillableNPCs)
                            {
                                foundTarget = false;
                            }
                        }
                    }
                }

                if (foundTarget)
                {
                    HandleHitOnTarget(_damage, baseMono);
                    return(true);
                }
            }

            return(false);
        }
示例#2
0
        public DamageOutcome TakeDamage(BaseCharacter attacker, Damage damage, bool evaluateDamageToDeal = true)
        {
            if (attacker != null && attacker.IsFriendly(Character))
            {
                return(new DamageOutcome(new Damage()
                {
                    MinDamage = 0, MaxDamage = 0, ElementalDamages = new List <ElementalDamage>()
                }, new DamageDealt(0, new Dictionary <string, int>()), AttackOutcome.FriendlyFire, false));
            }

            if (Character.ImmuneTo(damage.SkillMetaID))
            {
                return(new DamageOutcome(new Damage()
                {
                    MinDamage = 0, MaxDamage = 0, ElementalDamages = new List <ElementalDamage>()
                }, new DamageDealt(0, new Dictionary <string, int>()), AttackOutcome.Immune, false));
            }

            Damage        damageObj = null;
            DamageDealt   damageToDeal;
            DamageOutcome result      = null;
            DamageDealt   damageDealt = null;

            result = CombatCalcEvaluator.Instance.Evaluate(attacker, Character, damage);
            var killedTarget = false;

            if (result.AttackOutcome == AttackOutcome.Success || result.AttackOutcome == AttackOutcome.Critical)
            {
                damageObj    = result.DamageToDeal;
                damageToDeal = result.DamageDealt;

                if (!string.IsNullOrEmpty(damageObj.SkillMetaID))
                {
                    var susceptibility = Character.AllSusceptibilites.Where(s => s.ID == damageObj.SkillMetaID).Sum(s => s.AdditionalDamage);
                    var multiplier     = Mathf.Max(0, 1 + susceptibility);
                    damageToDeal.ApplyMultiplier(multiplier);
                }

                if (Character is PlayerCharacter)
                {
                    var difficulty     = GetObject.PlayerSave.Difficulty;
                    var diffMultiplier = Rm_RPGHandler.Instance.Player.Difficulties.FirstOrDefault(d => d.ID == difficulty);
                    if (diffMultiplier != null)
                    {
                        damageToDeal.ApplyMultiplier(diffMultiplier.DamageMultiplier);
                    }
                }

                damageDealt = damageToDeal;

                Health.CurrentValue -= damageDealt.Total;
                killedTarget         = false;

                if (Health.CurrentValue <= 0)
                {
                    Health.CurrentValue = 0;
                    Character.Alive     = false;
                    killedTarget        = true;
                }
            }


            //todo:enemies to player only
            if (Rm_RPGHandler.Instance.Combat.EnableFloatingCombatText && !(Character.CharacterMono is PlayerMono))
            {
                var pos = Character.CharacterMono.transform;

                //Default damage
                if (result.AttackOutcome == AttackOutcome.Success || result.AttackOutcome == AttackOutcome.Critical)
                {
                    if (damageDealt.Physical > 0)
                    {
                        var go = Object.Instantiate(_floatingCombatText, pos.position + pos.up, Quaternion.identity) as GameObject;
                        go.GetComponent <FloatingCombatText>().SetUp(damageDealt.Physical.ToString());
                    }


                    var distanceBetweenValuesconst = Rm_RPGHandler.Instance.Combat.FloatDistBetweenVals;
                    var distanceBetweenValues      = distanceBetweenValuesconst;
                    foreach (var dmg in damageDealt.Elementals)
                    {
                        var eleDef = GetElement(dmg.Key);
                        if (eleDef != null && dmg.Value > 0)
                        {
                            var eleGo = Object.Instantiate(_floatingCombatText, pos.position + pos.up + new Vector3(0, distanceBetweenValues, 0), Quaternion.identity) as GameObject;
                            eleGo.GetComponent <FloatingCombatText>().SetUp(string.Format("<color={0}>{1}</color>", eleDef.Color.ToString(), dmg.Value));
                            distanceBetweenValues += distanceBetweenValuesconst;
                        }
                    }
                }
                else
                {
                    if (result.AttackOutcome != AttackOutcome.FriendlyFire && result.AttackOutcome != AttackOutcome.Critical &&
                        result.AttackOutcome != AttackOutcome.Success)
                    {
                        var go = Object.Instantiate(_floatingCombatText, pos.position + pos.up, Quaternion.identity) as GameObject;
                        go.GetComponent <FloatingCombatText>().SetUp(result.AttackOutcome.ToString());
                    }
                }

                //add delay and iterate through damages to deal > 0 that are elemental, adding more delay for each one displayed
                //add random X/Y pos on the floating text
            }


            return(new DamageOutcome(damageObj, damageDealt, AttackOutcome.Success, killedTarget));
        }