Example #1
0
    public void BoomParcitle(GameObject parent, float Damage)
    {
        float   Scale = Damage / 100;
        Vector3 vect  = new Vector3(1, 1, 1) * Mathf.Clamp(Scale, 3f, 15f);

        ParticleContorl.Play(ParticleType.boom, parent.transform.position, parent.transform.rotation, vect);
    }
Example #2
0
    IEnumerator WaitAUpdata(UnitMonoBehaciour unit, float time, float damage)
    {
        yield return(new WaitForSeconds(time));

        if (unit != null)
        {
            ParticleContorl.Play(ParticleType.Blade, unit.transform);

            unit.Damage(damage);
        }
    }
Example #3
0
    public IEnumerator Attacking(GameObject go)
    {
        OnAttack = true;

        while (IsTurning())
        {
            yield return(new WaitForSeconds(Time.deltaTime));
        }

        while (go != null)
        {
            _Actions.Fire();

            UnitMonoBehaciour targetMono = go.GetComponent <UnitMonoBehaciour>();

            DoBuff(targetMono);

            float Damage = Attritube.GetFloat(UnitStaticAttritubeType.Attack) + Attritube.GetFloat(UnitDynamicAttritubeType.AttackAdd);

            BoomParcitle(go, Damage);

            targetMono.Damage(Damage);

            ParticleContorl.Play(ParticleType.fire, FireMouse, Fire.transform);

            //if (AttackIdel >= 1f)
            //{
            _Actions.Idle();
            //}

            if (go == null)
            {
                break;
            }

            float idel = Attritube.GetFloat(UnitStaticAttritubeType.AttackSpeed) + Attritube.GetFloat(UnitDynamicAttritubeType.AttackSpeedAdd);

            yield return(new WaitForSeconds(idel));
        }

        _Actions.Idle();

        OnAttack = false;

        SelectAttackGameObject();
    }