示例#1
0
 /// <summary>
 /// ActorCore constructor
 /// </summary>
 public ForceMovement(ActorCore rActorCore) : base(rActorCore)
 {
     mActorCore = rActorCore;
 }
 /// <summary>
 /// ActorCore constructor
 /// </summary>
 public SpawnGameObject(ActorCore rActorCore) : base(rActorCore)
 {
     mActorCore = rActorCore;
 }
 /// <summary>
 /// ActorCore constructor
 /// </summary>
 public ActorCoreEffect(ActorCore rActorCore)
 {
     mActorCore = rActorCore;
 }
示例#4
0
 /// <summary>
 /// ActorCore constructor
 /// </summary>
 public CauseDamage(ActorCore rActorCore) : base(rActorCore)
 {
     mActorCore = rActorCore;
 }
示例#5
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 /// <summary>
 /// ActorCore constructor
 /// </summary>
 public ModifyAttribute(ActorCore rActorCore) : base(rActorCore)
 {
     mActorCore = rActorCore;
 }
示例#6
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 /// <summary>
 /// ActorCore constructor
 /// </summary>
 public ModifyMovement(ActorCore rActorCore) : base(rActorCore)
 {
     mActorCore = rActorCore;
 }
示例#7
0
        /// <summary>
        /// Raised when the impact occurs
        /// </summary>
        /// <param name="rHitInfo">CombatHit structure detailing the hit information.</param>
        /// <param name="rAttackStyle">ICombatStyle that details the combat style being used.</param>
        protected virtual void OnImpact(CombatHit rHitInfo, ICombatStyle rAttackStyle = null)
        {
            // If we get here, there's an impact
            mImpactCount++;

            // Extract out information about the hit
            Transform lHitTransform = GetClosestTransform(rHitInfo.Point, rHitInfo.Collider.transform);
            Vector3   lHitDirection = Quaternion.Inverse(lHitTransform.rotation) * (rHitInfo.Point - lHitTransform.position).normalized;

            // Put together the combat info. This will will be modified over time
            CombatMessage lMessage = CombatMessage.Allocate();

            lMessage.Attacker     = mOwner;
            lMessage.Defender     = rHitInfo.Collider.gameObject;
            lMessage.Weapon       = this;
            lMessage.Damage       = GetAttackDamage(1f, (rAttackStyle != null ? rAttackStyle.DamageModifier : 1f));
            lMessage.ImpactPower  = GetAttackImpactPower();
            lMessage.HitPoint     = rHitInfo.Point;
            lMessage.HitDirection = lHitDirection;
            lMessage.HitVector    = rHitInfo.Vector;
            lMessage.HitTransform = lHitTransform;

            // Grab cores for processing
            ActorCore lAttackerCore = (mOwner != null ? mOwner.GetComponent <ActorCore>() : null);
            ActorCore lDefenderCore = rHitInfo.Collider.gameObject.GetComponent <ActorCore>();

            // Pre-Attack
            lMessage.ID = CombatMessage.MSG_ATTACKER_ATTACKED;

            if (lAttackerCore != null)
            {
                lAttackerCore.SendMessage(lMessage);
            }

#if USE_MESSAGE_DISPATCHER || OOTII_MD
            MessageDispatcher.SendMessage(lMessage);
#endif

            // Attack Defender
            lMessage.ID = CombatMessage.MSG_DEFENDER_ATTACKED;

            if (lDefenderCore != null)
            {
                ICombatant lDefenderCombatant = rHitInfo.Collider.gameObject.GetComponent <ICombatant>();
                if (lDefenderCombatant != null)
                {
                    lMessage.HitDirection = Quaternion.Inverse(lDefenderCore.Transform.rotation) * (rHitInfo.Point - lDefenderCombatant.CombatOrigin).normalized;
                }

                lDefenderCore.SendMessage(lMessage);

#if USE_MESSAGE_DISPATCHER || OOTII_MD
                MessageDispatcher.SendMessage(lMessage);
#endif
            }
            else
            {
                lMessage.HitDirection = Quaternion.Inverse(lHitTransform.rotation) * (rHitInfo.Point - lHitTransform.position).normalized;

                IDamageable lDefenderDamageable = rHitInfo.Collider.gameObject.GetComponent <IDamageable>();
                if (lDefenderDamageable != null)
                {
                    lDefenderDamageable.OnDamaged(lMessage);
                }

                Rigidbody lRigidBody = rHitInfo.Collider.gameObject.GetComponent <Rigidbody>();
                if (lRigidBody != null)
                {
                    lRigidBody.AddForceAtPosition(rHitInfo.Vector * lMessage.ImpactPower, rHitInfo.Point, ForceMode.Impulse);
                }
            }

            // Attacker response
            if (lAttackerCore != null)
            {
                lAttackerCore.SendMessage(lMessage);

#if USE_MESSAGE_DISPATCHER || OOTII_MD
                MessageDispatcher.SendMessage(lMessage);
#endif
            }

            // Finish up any impact processing (like sound)
            OnImpactComplete(lMessage);

            // Release the combatant to the pool
            CombatMessage.Release(lMessage);
        }
示例#8
0
 /// <summary>
 /// ActorCore constructor
 /// </summary>
 public SpawnParticles(ActorCore rActorCore) : base(rActorCore)
 {
     mActorCore = rActorCore;
 }