Example #1
0
    void StartTargetAttack(BaseUnitBehaviour target)
    {
        _model.StopCurrentAnimation();
        Action <BaseUnitBehaviour> onTargetFound = _onTargetFound;

        _onTargetFound = null;
        StopAllCoroutines();

        State = EUnitAttackState.WatchTarget;
        onTargetFound(target);
    }
Example #2
0
    private IEnumerator AttackTarget()
    {
        _lastAttackTime = Time.time;
        _lastTargetUnit = _targetUnit;

        if (_model.WFSAttackDelay != null)
        {
            yield return(_model.WFSAttackDelay);
        }
        if (!_performPlay)
        {
            _model.PlayAttackAnimation(DistanceToTarget);
            _performPlay = true;
        }
        if (!_performAttack)
        {
            EventsAggregator.Fight.Broadcast <BaseUnitBehaviour, BaseUnitBehaviour>(EFightEvent.PerformAttack, this, _targetUnit);
            _unitAttack.ToNextAttackUnit(this);
            _performAttack = true;
        }
        if (_unitAttack.State == EUnitAttackState.AttackTarget)
        {
            if (!_performWait)
            {
                _performWait = true;
                yield return(_cachedWaitForSeconds);
            }
            _model.StopCurrentAnimation();

            StopTargetAttack(false);
            _targetUnit = null;
            _unitAttack.Reset(true);

            _corTargetAttack = null;
        }
        _performPlay = _performAttack = _performWait = false;
    }