Example #1
0
        IEnumerator AttackTargetRepeatedly()
        {
            //determine if alive (Attacker or defender)
            bool attackerStillAlive = GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon;
            bool targetStillAlive   = target.GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon;

            //while still alive
            while (attackerStillAlive && targetStillAlive)
            {
                //know how often to attack
                var   animationClip     = currentWeaponConfig.GetAnimClip();
                float animationClipTime = animationClip.length / character.GetAnimatorSpeedMultiplier();
                //float timeToWait = animationClipTime + currentWeaponConfig.GetMinTimeBetweenAnimationCycles();
                float timeToWait = currentWeaponConfig.GetTimeToWaitBetweenHits();
                //if time to hit again
                bool isTimeToHitAgain = Time.time - lastHitTime > timeToWait;

                if (isTimeToHitAgain)
                {
                    AttackTargetOnce();
                    lastHitTime = Time.time;
                }
                yield return(new WaitForSeconds(timeToWait));
            }
        }
Example #2
0
        private IEnumerator AttackRepeatidly()
        {
            while (GetComponent <HealthSystem>().GetIsAlive() == true && currentTarget.GetIsAlive())
            {
                float hitPeriod = characterStats.GetActionSpeed();
                float waitTime  = hitPeriod * character.GetAnimatorSpeedMultiplier();

                bool hitAgain = Time.time - lastHitTime > waitTime;
                if (hitAgain)
                {
                    AttackTargetOnce();
                    lastHitTime = Time.time;
                }
                yield return(new WaitForSeconds(waitTime));
            }
        }