private void EnemyAttack() { if (CurrentTarget != null) { CurrentTarget.TakeDamage(Attack); } }
private void FireFlamer() { if (flamerEffect.isPlaying == false) { flamerEffect.Play(); } CurrentTarget.TakeDamage(flamerDamage * Time.deltaTime); }
public void ActivateSpell1() { if (CurrentTarget) { MeleeSkill1.SetActive(true); MeleeSkill1.transform.position = CurrentTarget.transform.position; MeleeSkill1.transform.parent = CurrentTarget.transform; //Rigidbody rb = CurrentTarget.GetComponent<Rigidbody>(); //StartCoroutine(CurrentTarget.PushBackEnd()); //rb.AddForce(gameObject.transform.forward * CurrentTarget.PushBackForce); CurrentTarget.TakeDamage(skills[SkillIndex].SpellDamage, transform, IsCrit()); StartCoroutine(Skill1Effect()); Mana -= skills[SkillIndex].SpellManaCost; StartCoroutine(skills[SkillIndex].CoolDownTimer()); } }
private void FireMachineGun() { if (machineGunEffect.activeSelf == false) { machineGunEffect.SetActive(true); muzzleEffects.SetActive(true); gunImpactEffect.Play(); } CurrentTarget.TakeDamage(machineGunDamage * Time.deltaTime); Vector3 direction = firePoint.position - CurrentTarget.transform.position; gunImpactEffect.transform.position = CurrentTarget.transform.position + direction.normalized * 0.5f; gunImpactEffect.transform.rotation = Quaternion.LookRotation(direction); }
private void ShootLaser() { if (laserImpactEffect.activeSelf == false) { laserImpactEffect.SetActive(true); lineRenderer.enabled = true; hitLight.enabled = true; } CurrentTarget.TakeDamage(laserDamage * Time.deltaTime); lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, CurrentTarget.transform.position); Vector3 direction = firePoint.position - CurrentTarget.transform.position; laserImpactEffect.transform.position = CurrentTarget.transform.position + direction.normalized * 0.5f; laserImpactEffect.transform.rotation = Quaternion.LookRotation(direction); }