private void ShootUnit(UnitGridCombat unitGridCombat, Action onShootComplete)
    {
        GetComponent <IMoveVelocity>().Disable();
        Vector3 attackDir = (unitGridCombat.GetPosition() - transform.position).normalized;

        //UtilsClass.ShakeCamera(.6f, .1f);
        GameHandler_GridCombatSystem.Instance.ScreenShake();

        characterBase.PlayShootAnimation(attackDir, (Vector3 vec) => {
            Shoot_Flash.AddFlash(vec);
            WeaponTracer.Create(vec, unitGridCombat.GetPosition() + GetRandomDir() * UnityEngine.Random.Range(-2f, 4f));
            unitGridCombat.Damage(this, UnityEngine.Random.Range(4, 12));
        }, () => {
            characterBase.PlayIdleAnim();
            GetComponent <IMoveVelocity>().Enable();

            onShootComplete();
        });
    }
Example #2
0
    private void Update()
    {
        switch (state)
        {
        case State.Normal:
            if (enemyRTS != null)
            {
                float attackRange = 70f;
                if (Vector3.Distance(transform.position, enemyRTS.GetPosition()) < attackRange)
                {
                    MoveTo(transform.position);
                    GetComponent <IMoveVelocity>().Disable();
                    Vector3 attackDir = (enemyRTS.GetPosition() - transform.position).normalized;
                    UtilsClass.ShakeCamera(.6f, .1f);

                    characterBase.PlayShootAnimation(attackDir, (Vector3 vec) => {
                        Shoot_Flash.AddFlash(vec);
                        WeaponTracer.Create(vec, enemyRTS.GetPosition());
                        enemyRTS.Damage(this, Random.Range(5, 15));
                    }, () => {
                        characterBase.PlayIdleAnim();
                        GetComponent <IMoveVelocity>().Enable();
                        state = State.Normal;
                    });
                    state = State.Attacking;
                }
                else
                {
                    // Move Closer
                    MoveTo(enemyRTS.GetPosition());
                }
            }
            else
            {
                // No enemy
            }
            break;

        case State.Attacking:
            break;
        }
    }