protected override IEnumerator ShootBasicAttack(Unit target)
    {
        SetupBeforeAttackDelay(target);

        yield return(delayAttack);

        isShootingPassiveShot = true;

        if (!empoweringAbilityWasActiveOnBasicAttackCast)
        {
            empoweringAbilityWasActiveOnBasicAttackCast = unit.BuffManager.IsAffectedByBuff(basicAttackEmpoweringAbility.AbilityBuffs[0]);
        }

        SetupAfterAttackDelay(target, basicAttackPrefab);

        if (empoweringAbilityWasActiveOnBasicAttackCast)
        {
            empoweringAbilityWasActiveOnBasicAttackCast = false;
            basicAttackEmpoweringAbility.AbilityBuffs[0].ConsumeBuff(unit);

            yield return(delayPassiveShot);

            ProjectileUnitTargeted projectile2 = (Instantiate(empoweredBasicAttackPrefab, transform.position, transform.rotation)).GetComponent <ProjectileUnitTargeted>();
            projectile2.transform.LookAt(target.transform);
            projectile2.ShootProjectile(unit.Team, target, speed, AttackIsCritical.CheckIfAttackIsCritical(unit.StatsManager.CriticalStrikeChance.GetTotal()));
            projectile2.OnAbilityEffectHit += PassiveBasicAttackHit;
        }

        isShootingPassiveShot     = false;
        shootBasicAttackCoroutine = null;
    }
    protected void SetupAfterAttackDelay(Unit target, GameObject basicAttackPrefab)
    {
        BasicAttackCycle.LockBasicAttack();
        AttackIsInQueue = false;
        ((Champion)unit).OrientationManager.StopTargetRotation();

        ProjectileUnitTargeted projectile = (Instantiate(basicAttackPrefab, transform.position, transform.rotation)).GetComponent <ProjectileUnitTargeted>();

        projectile.ShootProjectile(unit.Team, target, speed, AttackIsCritical.CheckIfAttackIsCritical(unit.StatsManager.CriticalStrikeChance.GetTotal()));
        if (empoweringAbilityWasActiveOnBasicAttackCast)
        {
            projectile.OnAbilityEffectHit += BasicAttackHit;
        }
        else
        {
            projectile.OnAbilityEffectHit += base.BasicAttackHit;
        }
    }
Beispiel #3
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    protected virtual IEnumerator ShootBasicAttack(Unit target)
    {
        ((Champion)unit).OrientationManager.RotateCharacterUntilReachedTarget(target.transform, true, true);

        yield return(delayAttack);

        BasicAttackCycle.LockBasicAttack();
        AttackIsInQueue = false;
        ((Champion)unit).OrientationManager.StopTargetRotation();

        ProjectileUnitTargeted projectile = (Instantiate(basicAttackPrefab, transform.position, transform.rotation)).GetComponent <ProjectileUnitTargeted>();

        projectile.ShootProjectile(unit.Team, target, speed, AttackIsCritical.CheckIfAttackIsCritical(unit.StatsManager.CriticalStrikeChance.GetTotal()), unit.StatusManager.IsBlinded());
        projectile.OnAbilityEffectHit += BasicAttackHit;

        if (unit is Character)
        {
            ((Champion)unit).OnAttackEffectsManager.ApplyOnAttackEffectsToUnitHit(target);
        }

        shootBasicAttackCoroutine = null;
    }
Beispiel #4
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    protected override void OnAbilityEffectHit(AbilityEffect projectile, Unit unitHit, bool isACriticalStrike, bool willMiss)
    {
        base.OnAbilityEffectHit(projectile, unitHit, isACriticalStrike, willMiss);
        Unit nextUnit = FindTargetBehindUnitHit(unitHit);

        if (nextUnit)
        {
            bool secondHitIsACriticalStrike;
            if (unitHit.StatsManager.Health.IsDead())
            {
                secondHitIsACriticalStrike = true;
            }
            else
            {
                secondHitIsACriticalStrike = AttackIsCritical.CheckIfAttackIsCritical(champion.StatsManager.CriticalStrikeChance.GetTotal());
            }

            ProjectileUnitTargeted projectile2 = (Instantiate(projectilePrefab, unitHit.transform.position, transform.rotation)).GetComponent <ProjectileUnitTargeted>();
            projectile2.transform.LookAt(nextUnit.transform.position);
            projectile2.ShootProjectile(champion.Team, nextUnit, speed, secondHitIsACriticalStrike);
            projectile2.OnAbilityEffectHit += base.OnAbilityEffectHit;
        }
    }