void LateUpdate() { if (DestroyByEnemy) { _enemies.Clear(); return; } //Debug.Log("RT: Tower 1 searching"); if (0 != _enemies.Count) { if (!Reloading) { AttackEnemy(_enemies.First()); // make this simple, just attack the first one FireSoundSource.Play(); EndTime = Time.time + ReloadTime; Reloading = true; } else { if (EndTime - Time.time < 0) { Reloading = false; } } } _enemies.Clear(); }
void LateUpdate() { if (DestroyByEnemy) { _enemies.Clear(); return; } //Debug.Log("ST: Tower 0 searching"); if (0 != _enemies.Count) { if (!Reloading) { List <Enemy> enemyList = _enemies.ToList(); int lessOrEqualThanThree; if (_enemies.Count < 3) { lessOrEqualThanThree = _enemies.Count; } else { lessOrEqualThanThree = 2; } for (int i = 0; i < lessOrEqualThanThree; i++) { SlowEnemy(enemyList[i]); AttackEnemy(enemyList[i]); } FireSoundSource.Play(); EndTime = Time.time + ReloadTime; Reloading = true; } else { if (EndTime - Time.time < 0) { Reloading = false; } } } _enemies.Clear(); }
public void HealAlly(Tower t) { if (null == t) { return; } if (DestroyByEnemy) { return; } if (_healSound) { FireSoundSource.Play(); } _healSound = false; Vector3 start = transform.position; GameObject target = t.gameObject; Transform endTransform = target.transform; Vector3 end = endTransform.position; Color result = new Color(0, 1, 0, 1.0f); DrawLine(start, end, result); t.ReceiveHeal(AttackDamage); }