public FireAttack(GameObject attackObject, AbilitiesDatabaseConn dbConn) : base(dbConn) { this.attackObject = attackObject; attackDamage = this.DBConn.GETAbilityAttackDamage(); float attackRange = dbConn.GETAbilityAttackRange(); attackObject.GetComponent <CircleCollider2D>().radius = attackRange; }
public RangedAttack(Transform shootingPoint, GameObject projectilePrefab, AbilitiesDatabaseConn dbConn) : base(dbConn) { this.shootingPoint = shootingPoint; projectile = projectilePrefab; abilityRange = dbConn.GETAbilityAttackRange(); projectileSpeed = dbConn.GETProjectileSpeed(); attackDamage = dbConn.GETAbilityAttackDamage(); }
public Ability(AbilitiesDatabaseConn dbConn) { this.DBConn = dbConn; AbilityName = this.DBConn.GETAbiltyName(); Cooldown = this.DBConn.GETAbilityCooldown(); KeyCode = this.DBConn.GETAbilityKeyCode(); AbilityType = this.DBConn.GETAbilityType(); IsActive = false; }
public HealingAbility(AbilitiesDatabaseConn dbConn) : base(dbConn) { healAmount = dbConn.GETAbilityHealingAmount(); }