Example #1
0
        public void apply(Component target)
        {
            startTime = Time.time;
            minion    = target.GetComponent <Minion>();

            List <Buff> buffsToRemove = new List <Buff>();

            foreach (Buff b in minion.buffs)
            {
                if (b is SlowDebuff)
                {
                    SlowDebuff sb = (SlowDebuff)b;
                    if (this.pct <= sb.pct)
                    {
                        return;
                    }
                    else
                    {
                        buffsToRemove.Add(sb);
                    }
                }
            }

            buffsToRemove.ForEach(buff => buff.finish());

            minion.addBuff(this);
        }
Example #2
0
        void laser()
        {
            float dam = laserDOT.get();

            if (laserL3Unlock)
            {
                dam += targetMinion.health.getMissing() * laserL3PctMissing / 100f;
            }

            if (laserL4Unlock)
            {
                dam += targetMinion.health.getPctStart(laserL4PctMax);
            }

            targetMinion.takeDamage(dam * Time.deltaTime, this.gameObject, laserIgnoreArmor);

            if (laserR3Unlock && Time.time >= laserR3lastFire + laserR3tickRate)
            {
                DamageModifierBuff dmb = new DamageModifierBuff(4, -laserR3PctModifier * laserR3tickRate);
                dmb.apply(targetMinion);
                laserR3lastFire = Time.time;
            }

            if (laserSlowPct.get() > 0)
            {
                Buff slowBuff = new SlowDebuff(.5f, laserSlowPct.get());
                slowBuff.apply(targetMinion);
            }

            if (!laserLineRenderer.enabled)
            {
                laserLineRenderer.enabled = true;
                laserImpactEffect.Play();
                laserImpactLight.enabled = true;
            }
            laserLineRenderer.SetPosition(0, firePoint.position);
            laserLineRenderer.SetPosition(1, target.position);

            Vector3 dir = firePoint.position - target.position;

            laserImpactEffect.transform.rotation = Quaternion.LookRotation(dir);
            laserImpactEffect.transform.position = target.position + dir.normalized;
        }