Example #1
0
    void Update()
    {
        timer  += Time.deltaTime;
        cHealth = playerHealth.RetrieveCurrentHP();

        if (timer >= cooldown)
        {
            abilityImage.color = ready;
        }

        overloadCheck = playerEnergy.RetrieveOverload();
        if (overloadCheck == 1)
        {
            damage = 2 * baseDamage;
        }

        if (Input.GetButtonDown(klik) && timer >= cooldown)
        {
            Activate();
        }

        if (count >= countMax)
        {
            count              = 0;
            active             = false;
            abilityImage.color = used;
            timer              = 0f;
            particles.Stop();
        }

        if (active == true && timer >= rate)
        {
            particles.Play();

            Collider[] hitColliders = Physics.OverlapSphere(point, areaRange);
            int        i            = 0;
            while (i < hitColliders.Length && i < 50)
            {
                enemies[i] = hitColliders[i].gameObject;
                if (enemies[i].tag == "Enemy")
                {
                    enemyHealth = enemies[i].GetComponent <EnemyHealth> ();
                    enemyHealth.TakeDamage(damage, enemies[i].transform.position, 1);
                }
                i++;
            }
            count += 1;
            timer  = 0f;
        }
    }
Example #2
0
    void Update()
    {
        timer  += Time.deltaTime;
        cHealth = playerHealth.RetrieveCurrentHP();

        if (timer >= cooldown)
        {
            abilityImage.color = ready;
        }

        overloadCheck = playerEnergy.RetrieveOverload();
        if (overloadCheck == 1)
        {
            damage = 3 * baseDamage;
        }

        if (Input.GetButtonDown(klik) && timer >= cooldown)
        {
            Activate();
        }
    }