Ejemplo n.º 1
0
    void AttackMeleeRange()
    {
        transform.LookAt(shipTransform);

        RaycastHit[] hit = Physics.BoxCastAll(this.transform.position, new Vector3(1, 1, 1), Vector3.Normalize(-transform.position + shipTransform.position), Quaternion.identity, maxAttackDistance);

        for (int i = 0; i < hit.Length && i < maxTargets; i++)
        {
            if (hit[i].collider.GetComponent <ShieldBehavior>())
            {
                ShieldBehavior shield = hit[i].collider.GetComponent <ShieldBehavior>();
                shield.TakeDamage(status[level - 1].meleeDamage);
            }
            else if (hit[i].collider.GetComponent <ShipController>())
            {
                ShipController ship = hit[i].collider.GetComponent <ShipController>();
                ship.TakeDamage(status[level - 1].meleeDamage);
                HealthPanel.OnHealthChange?.Invoke(ship.GetCurrentHealth());
            }
        }

        currentMeleeAttackTime  = 0;
        currentMelleAttackDelay = 0;
        inAttack = false;
        Shoot(attackView);
    }
    void AttackMelle()
    {
        transform.LookAt(shipTransform);

        Ray ray = new Ray(this.gameObject.transform.position, Vector3.Normalize(-transform.position + shipTransform.position));

        RaycastHit[] hit = Physics.RaycastAll(ray, maxAttackDistance);

        for (int i = 0; i < hit.Length && i < maxTargets; i++)
        {
            if (hit[i].collider.GetComponent <ShieldBehavior>())
            {
                ShieldBehavior shield = hit[i].collider.GetComponent <ShieldBehavior>();
                shield.TakeDamage(status[level - 1].meleeDamage);
            }
            else if (hit[i].collider.GetComponent <ShipController>())
            {
                ShipController ship = hit[i].collider.GetComponent <ShipController>();
                ship.TakeDamage(status[level - 1].meleeDamage);
                HealthPanel.OnHealthChange?.Invoke(ship.GetCurrentHealth());
            }
        }

        currentMeleeAttackTime = 0;

        Shoot(attackView);
    }
Ejemplo n.º 3
0
    void CheckAllTargets()
    {
        if (currentTargets < 1)
        {
            currentTargets++;

            Collider[]        newTargets       = Physics.OverlapSphere(this.transform.position, radiusToDamage);
            List <GameObject> targetsAvaliable = new List <GameObject>();

            for (int i = 0; i < newTargets.Length; i++)
            {
                if (newTargets[i].GetComponent <ShieldBehavior>())
                {
                    ShieldBehavior shield = newTargets[i].GetComponent <ShieldBehavior>();
                    shield.TakeDamage(damage);
                }
                else if (newTargets[i].GetComponent <ShipController>())
                {
                    ShipController ship = newTargets[i].GetComponent <ShipController>();
                    ship.TakeDamage(damage);
                }
            }
        }

        Destroy(this.gameObject);
    }
Ejemplo n.º 4
0
 void OnParticleCollision(GameObject other)
 {
     if (other.GetComponent <ShieldBehavior>())
     {
         ShieldBehavior shield = other.GetComponent <ShieldBehavior>();
         shield.TakeDamage(damage);
     }
     else if (other.GetComponent <ShipController>())
     {
         ShipController ship = other.GetComponent <ShipController>();
         ship.TakeDamage(damage);
     }
 }
 void OnParticleCollision(GameObject other)
 {
     if (other.GetComponent <ShieldBehavior>())
     {
         ShieldBehavior shield = other.GetComponent <ShieldBehavior>();
         shield.TakeDamage(damage);
     }
     else if (other.GetComponent <ShipController>())
     {
         ShipController ship = other.GetComponent <ShipController>();
         ship.TakeDamage(damage);
         HealthPanel.OnHealthChange?.Invoke(ship.GetCurrentHealth());
     }
 }