// Update is called once per frame
    public void HealingPulse(CallbackContext ctx)
    {
        if (ctx.started && timeSincePulse > pulseCooldown && supplyManager.supplies >= suppliesPerHeal * healPerStep)
        {
            pulseRing.gameObject.SetActive(true);
            pulseCharging         = true;
            timeSinceChargeStart  = 0;
            healFromCurrentCharge = 0;
        }
        if (ctx.canceled && pulseCharging == true)
        {
            supplyManager.UseSupplies(suppliesUsedByCharge);
            pulseCharging  = false;
            timeSincePulse = 0;
            Collider2D[] healingTargets    = new Collider2D[20];
            int          numHealingTargets = Physics2D.OverlapCircle(transform.position, pulseRadius, healableFilter, healingTargets);
            for (int i = 0; i < numHealingTargets; i++)
            {
                PlayerBase healedPlayerBase = healingTargets[i].gameObject.GetComponent <PlayerBase>();
                if (healedPlayerBase != null)
                {
                    healedPlayerBase.ChangeHealth(healFromCurrentCharge);
                }
            }

            mesh.Clear();
            StartCoroutine(GrowPulse());
        }
    }
Ejemplo n.º 2
0
 // Update is called once per frame
 void Update()
 {
     if (ReachBase())
     {
         if (Base.Health > 0)
         {
             update += Time.deltaTime;
             if (update > updateCycle)
             {
                 update = 0.0f;
                 Base.ChangeHealth(-Enemies[type].Damage);
             }
         }
     }
     else
     {
         //transform.position.z = transform.position.y * 0.01f - 2f
         transform.Translate(dx * Time.deltaTime, dy * Time.deltaTime, 0f);
         transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.y * 0.01f - 1f);
         getNextTarget();
     }
 }