Ejemplo n.º 1
0
        public override void RangeAttack(Vector3 point)
        {
            if (Time.time - lastRangeAttackTime < rangeAttackCooldown)
            {
                return;
            }
            EnterCombat();

            //TODO rework
            lastRangeAttackTime = Time.time;

            aimTime = Mathf.Min(aimTime, 1);
            Vector3 pos = transform.position;

            pos.y += .7f;
            GameObject     gameObject = (GameObject)Instantiate(Resources.Load("Projectiles/ArrowE"), pos, Quaternion.identity);
            BaseProjectile projectile = gameObject.GetComponent <BaseProjectile>();
            Damage         damage     = stats.GetDamageValue(false, false, rangeDamageMultiplier);

            projectile.angleSpeed = 0;
            projectile.Launch(damage);
            gameObject.transform.LookAt(point);
            aimTime = 0;
            onAimEnd?.Invoke();
        }
Ejemplo n.º 2
0
 protected void Attack(List <BaseEntity> enemies)
 {
     if (_canAttack)
     {
         _canAttack = false;
         BaseProjectile newProjectile = _projectilePool.GetProjectile(projectile.GetProjectileType());
         newProjectile.MoveTo(transform.position);
         newProjectile.transform.SetParent(transform);
         newProjectile.Launch(enemies[0]);
         StartCoroutine(AttackCooldown(GetCooldown()));
     }
 }
Ejemplo n.º 3
0
        void SpawnProjectile(GameObject proj, Vector3 target)
        {
            Vector3 pos = transform.position;

            pos.y = target.y;
            GameObject gameObject = Instantiate(proj, pos, Quaternion.identity);

            gameObject.transform.LookAt(target);
            BaseProjectile projectile = gameObject.GetComponent <BaseProjectile>();

            projectile.angleSpeed   = 1 - aimTime;
            projectile.ignorePlayer = true;
            projectile.Launch(stats.GetDamageValue());
        }