96 lines
3.0 KiB
C#
96 lines
3.0 KiB
C#
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Xml.Linq;
|
|
|
|
namespace Subsurface
|
|
{
|
|
|
|
public enum DamageType { None, Blunt, Slash };
|
|
|
|
class Attack
|
|
{
|
|
|
|
|
|
public enum Type
|
|
{
|
|
None, PinchCW, PinchCCW
|
|
};
|
|
public readonly Type type;
|
|
public readonly float range;
|
|
public readonly float duration;
|
|
|
|
public readonly DamageType damageType;
|
|
|
|
public readonly float structureDamage;
|
|
public readonly float damage;
|
|
public readonly float bleedingDamage;
|
|
|
|
public readonly float stun;
|
|
|
|
private float priority;
|
|
|
|
public Attack(XElement element)
|
|
{
|
|
try
|
|
{
|
|
type = (Type)Enum.Parse(typeof(Type), element.Attribute("type").Value, true);
|
|
}
|
|
catch
|
|
{
|
|
type = Type.None;
|
|
}
|
|
|
|
try
|
|
{
|
|
damageType = (DamageType)Enum.Parse(typeof(DamageType), ToolBox.GetAttributeString(element, "damagetype", "None"), true);
|
|
}
|
|
catch
|
|
{
|
|
damageType = DamageType.None;
|
|
}
|
|
|
|
|
|
damage = ToolBox.GetAttributeFloat(element, "damage", 0.0f);
|
|
structureDamage = ToolBox.GetAttributeFloat(element, "damage", 0.0f);
|
|
bleedingDamage = ToolBox.GetAttributeFloat(element, "bleedingdamage", 0.0f);
|
|
|
|
stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
|
|
|
|
|
|
range = FarseerPhysics.ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "range", 0.0f));
|
|
|
|
duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
|
|
|
|
priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
|
|
}
|
|
|
|
public void DoDamage(IDamageable target, Vector2 position, float deltaTime, bool playSound=true)
|
|
{
|
|
float damageAmount = 0.0f;
|
|
//DamageSoundType damageSoundType = DamageSoundType.None;
|
|
|
|
if (target as Character == null)
|
|
{
|
|
damageAmount = structureDamage;
|
|
//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt: DamageSoundType.StructureSlash;
|
|
|
|
}
|
|
else
|
|
{
|
|
damageAmount = damage;
|
|
//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
|
|
}
|
|
//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
|
|
//if (playSound) AmbientSoundManager.PlayDamageSound(damageSoundType, damageAmount, position);
|
|
|
|
if (duration > 0.0f) damageAmount *= deltaTime;
|
|
float bleedingAmount = (duration == 0.0f) ? bleedingDamage : bleedingDamage * deltaTime;
|
|
|
|
if (damageAmount>0.0f) target.AddDamage(position, damageType, damageAmount, bleedingAmount, stun, playSound);
|
|
}
|
|
}
|
|
}
|