本文整理汇总了C#中Player.TakeDamage方法的典型用法代码示例。如果您正苦于以下问题:C# Player.TakeDamage方法的具体用法?C# Player.TakeDamage怎么用?C# Player.TakeDamage使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Player
的用法示例。
在下文中一共展示了Player.TakeDamage方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Hit
public void Hit(Player _player, WeaponCol _col)
{
if(isAttacking)
{
_player.TakeDamage(damage);
_col.hasAttacked = true;
}
}
示例2: OnPlayerCollide
public override void OnPlayerCollide(Room room, int x, int y, Player player)
{
const float offset = 0.25f;
const float size = Tile.tileSize * (1 - 2 * offset);
Hitbox lavaBox = new Hitbox(Tile.tileSize * new Vector2(x + offset, y + offset), size, size);
Hitbox playerBox = player.hitbox;
if (playerBox.topRight.X >= lavaBox.bottomLeft.X && playerBox.topLeft.X <= lavaBox.bottomRight.X
&& playerBox.bottomLeft.Y >= lavaBox.topLeft.Y && playerBox.topLeft.Y <= lavaBox.bottomLeft.Y)
{
player.invincible = 0;
player.TakeDamage(10);
}
}
示例3: HandlePlayerCollision
public void HandlePlayerCollision(Player p)
{
if (p.invulnCount > 0)
return;
if (knockbackcount <= 0 && p.shouldDamage && this.isColliding(p.swordCollision))
{
Vector2 diff = (p.GetPosition() - this.GetPosition()).normalized;
this.xVel -= diff.x * 7f;
this.yVel -= diff.y * 7f;
knockbackcount = 1.0f;
}
if (p.isColliding(this))
{
FSoundManager.PlaySound("orbExplosion");
p.TakeDamage(p.GetPosition() - new Vector2(xVel, yVel));
SpawnParticles(30, true);
world.removeObject(this);
}
}
示例4: CheckDamage
public void CheckDamage(Player p)
{
if (this.State == KnightState.INVULNERABLE || this.State == KnightState.DYING)
return;
if (p.shouldDamage && (p.State == Player.PlayerState.SWORD || p.State == Player.PlayerState.SWORD_TWO))
{
if (isColliding(p.swordCollision))
{
TakeDamage(p.GetPosition());
}
}
else
{
if (p.invulnCount > 0)// || (p.StateCount > .01f && p.State == Player.PlayerState.JUMP))
return;
if (isColliding(p))
{
p.TakeDamage(this.GetPosition());
}
}
switch (State)
{
case KnightState.IDLE:
case KnightState.MOVING:
switch (_direction)
{
case Direction.RIGHT:
case Direction.LEFT:
if (this.y - attackSideDist < p.y && this.y + attackSideDist > p.y)
if (_direction == Direction.LEFT && this.x > p.x && this.x - attackDist < p.x)
{
FSoundManager.PlaySound("knightAttack");
State = KnightState.ATTACK_START;
PlayAnim(true);
attackTarget = p;
}
else if (_direction == Direction.RIGHT && this.x < p.x && this.x + attackDist > p.x)
{
FSoundManager.PlaySound("knightAttack");
State = KnightState.ATTACK_START;
PlayAnim(true);
attackTarget = p;
}
break;
case Direction.UP:
case Direction.DOWN:
if (this.x - attackSideDist < p.x && this.x + attackSideDist > p.x)
if (_direction == Direction.DOWN && this.y > p.y && this.y - attackDist < p.y)
{
FSoundManager.PlaySound("knightAttack");
State = KnightState.ATTACK_START;
PlayAnim(true);
attackTarget = p;
}
else if (_direction == Direction.UP && this.y < p.y && this.y + attackDist > p.y)
{
FSoundManager.PlaySound("knightAttack");
State = KnightState.ATTACK_START;
PlayAnim(true);
attackTarget = p;
}
break;
}
break;
case KnightState.ATTACKING:
if (RXRandom.Float() < .3f)
SpawnTrailParticles(_direction, 1);
break;
}
}
示例5: CheckPlayerCollision
public void CheckPlayerCollision(Player p)
{
if ((this.currentState != State.BOUNCE && this.currentState != State.TAKE_DAMAGE))
{
if (p.invulnerableCount <= 0 && p.isColliding(this))
{
p.TakeDamage(new Vector2(xVel * 3, yVel * 3));
TrySpawnWords(victoryWords, p.CurrentState == Player.State.DYING ? .2f : 1);
maxVel = 3;
xAcc = 0;
yAcc = 0;
this.collidesWithOtherObjects = false;
this.blocksOtherObjects = false;
this.xVel *= -2;
this.yVel *= -2;
currentState = State.BOUNCE;
}
else
{
if (p.isColliding(this))
{
maxVel = 3;
xAcc = 0;
yAcc = 0;
this.collidesWithOtherObjects = false;
this.blocksOtherObjects = false;
Vector2 diff = (p.GetPosition() - this.GetPosition()).normalized;
this.xVel = -diff.x * 2;
this.yVel = -diff.y * 2;
Go.killAllTweensWithTarget(this);
shadow.y = 0;
Go.to(this, .1f, new TweenConfig().floatProp("isoHeight", 5, true).setEaseType(EaseType.QuadOut).setIterations(2, LoopType.PingPong));
currentState = State.BOUNCE;
}
}
}
}
示例6: ShotPlayerHandle
private void ShotPlayerHandle(Shot shot, Player player)
{
player.TakeDamage(shot.Damage);
shot.IsRemoved = true;
}
示例7: HandlePlayerCollision
public void HandlePlayerCollision(Player p)
{
if (this.State != GhostState.INVULNERABLE && p.shouldDamage)
if (this.isColliding(p.swordCollision))
{
this.TakeDamage(p.GetPosition());
return;
}
if (p.invulnCount > 0)
return;
if (p.invulnCount > 0 || this.State == GhostState.DYING)
return;
if(p.isColliding(this))
{
p.TakeDamage(this.GetPosition());
}
}