IEnumerator AttackTargetRepeatedly()
    {
        bool attackerStillAlive = GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon;
        bool targetStillAlive   = target.GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon;

        while (attackerStillAlive && targetStillAlive)
        {
            //float weaponHitRate = currentWeaponConfig.GetTimeBetweenAnimationCycles();
            //float timeToWait = weaponHitRate * character.GetAnimSpeedMultiplier();

            var   animationClip     = currentWeaponConfig.GetAttackAnimClip();
            float animationClipTime = animationClip.length / character.GetAnimSpeedMultiplier();
            float timeToWait        = animationClipTime + currentWeaponConfig.GetTimeBetweenAnimationCycles();

            bool isTimeToHitAgain = Time.time - lastHitTime > timeToWait;

            if (isTimeToHitAgain)
            {
                AttackTargetOnce();
                lastHitTime = Time.time;
            }

            yield return(new WaitForSeconds(timeToWait));
        }
    }
Beispiel #2
0
 private void SetAttackAnimation()
 {
     if (!character.GetOverrideController())
     {
         Debug.Break();
         Debug.LogAssertion("Please Provide " + gameObject + "with a animator override controller");
     }
     else
     {
         var animatorOverrideController = character.GetOverrideController();
         animator.runtimeAnimatorController         = animatorOverrideController;
         animatorOverrideController[DEFAULT_ATTACK] = currentWeaponConfig.GetAttackAnimClip();
         animatorOverrideController[IDLE]           = currentWeaponConfig.GetIdleWeaponClip();
     }
 }
Beispiel #3
0
 public override float GetAttackRate()
 {
     if (myRPGWeapon != null)
     {
         var   animationClip     = myRPGWeapon.GetAttackAnimClip();
         float animationClipTime = animationClip.length / myAnimator.speed;/*character.GetAnimSpeedMultiplier()*/
         float _timeToWait       = animationClipTime + myRPGWeapon.GetTimeBetweenAnimationCycles();
         return(_timeToWait);
     }
     else
     {
         return(0.25f);
     }
 }
        //public void AttackTarget(GameObject targetToAttack)
        //{
        //    StartCoroutine(AttackTargetRepeatedly());
        //}

        //public void StopAttacking()
        //{
        //    animator.StopPlayback();
        //    StopAllCoroutines();
        //}

        IEnumerator AttackTargetRepeatedly(Transform target)
        {
            // determine if alive (attacker and defender)
            var _targetAlly = target.GetComponent <AllyMemberRPG>();

            while (allymember != null &&
                   allymember.IsAlive &&
                   _targetAlly != null &&
                   _targetAlly.IsAlive)
            {
                var   animationClip     = currentWeaponConfig.GetAttackAnimClip();
                float animationClipTime = animationClip.length / character.GetAnimSpeedMultiplier();
                float timeToWait        = animationClipTime + currentWeaponConfig.GetTimeBetweenAnimationCycles();

                bool isTimeToHitAgain = Time.time - lastHitTime > timeToWait;

                if (isTimeToHitAgain)
                {
                    AttackTargetOnce(target);
                    lastHitTime = Time.time;
                }
                yield return(new WaitForSeconds(timeToWait));
            }
        }