private void Explode()
 {
     Collider[] hitColliders = Physics.OverlapSphere(transform.position, radius);
     if (hitColliders.Length > 0)
     {
         foreach (Collider inRangeUnit in hitColliders)
         {
             if (inRangeUnit.transform.tag == "Mob")
             {
                 MobController enemy = inRangeUnit.gameObject.GetComponent <MobController>();
                 if (enemy != null && friendly != enemy.friendly)
                 {
                     if (Random.Range(0f, 1f) > enemy.dodgeChance)
                     {
                         enemy.Project(((enemy.transform.position + Vector3.up * 10f) - transform.position).normalized * projectionPower);
                         enemy.TakeDamage(caster.GetComponent <MobController>().CalcDamage(enemy.armor), true);
                     }
                     else
                     {
                         enemy.Dodge();
                     }
                 }
             }
         }
     }
 }
Exemple #2
0
    // added random pre-attack delay after demo so mobs don't all attack at once
    private void Attack(GameObject target, float t)
    {
        MobController enemy = target.GetComponent <MobController>();

        LookAt(target.transform.position, t);
        if (attackTimer <= 0)
        {
            preAttackDelay = Random.Range(0f, preAttackMaxDelay);
            if (preAttackTimer <= 0)
            {
                animation.Play("attack");
                attackTimer    += attackDelay;
                preAttackTimer += preAttackDelay;
                if (gameObject.name.Equals("skeletonMage(Clone)"))
                {
                    GameObject fireball = (GameObject)Instantiate(fireballPrefab, transform.position + (transform.forward + transform.up) / 2f, Quaternion.identity);
                    fireball.GetComponent <FireballScript>().Init(gameObject, enemy.transform.position, friendly);
                }
                else
                {
                    if (Random.Range(0f, 1f) > enemy.dodgeChance)
                    {
                        enemy.TakeDamage(CalcDamage(enemy.armor), false);
                    }
                    else
                    {
                        enemy.Dodge();
                    }
                }
            }
            preAttackTimer -= t;
        }
        attackTimer -= t;
    }