Exemple #1
0
        void FinishAttack()
        {
            //Play the attack audio:
            AudioManager.PlayAudio(gameObject, AttackSound, false);

            AttackTimer = AttackReload;
            CanPlayAnim = true;

            //If this not the basic attack then revert back to the basic attack after done
            if (BasicAttack == false && MultipleAttacksMgr != null)
            {
                //If this feature is actually enabled:
                if (MultipleAttacksMgr.SwitchBackToBasic == true)
                {
                    MultipleAttacksMgr.EnableAttackType(MultipleAttacksMgr.BasicAttackID);
                }
            }

            //Cooldown:
            StartCoolDown();

            //Attack once? cancel attack to prevent source from attacking again
            if (AttackOnce == true)
            {
                CancelAttack();
            }

            ReloadAttackDelay();
        }
Exemple #2
0
        //a method to laucnh a direct attack
        void LaunchDirectAttack()
        {
            if (AreaDamage == true)
            {
                //launch area damage and provide all arguments:
                AttackMgr.LaunchAreaDamage(AttackTarget.transform.position, this);
            }
            else
            {
                //Custom event:
                if (GameMgr.Events)
                {
                    GameMgr.Events.OnAttackPerformed(this, AttackTarget);
                }

                if (DealDamage == true) //Can this attack deal damage directly?
                {
                    if (DoT.Enabled == true)
                    {
                        //only for units currently?
                        if (TargetUnit)
                        {
                            ConfigureTargetDoT(TargetUnit, AttackManager.GetDamage(AttackTarget, CustomDamage, UnitDamage));
                        }
                    }
                    else
                    {
                        //if this is no areal damage and no DoT
                        //deal damage to unit/building:
                        if (TargetUnit)
                        {
                            TargetUnit.AddHealth(-AttackManager.GetDamage(AttackTarget, CustomDamage, UnitDamage), this.gameObject);
                            //Spawning the damage effect object:
                            AttackMgr.SpawnEffectObj(TargetUnit.DamageEffect, AttackTarget, 0.0f, true);
                            //spawn attack effect object: units only currently
                            AttackMgr.SpawnEffectObj(AttackEffect, AttackTarget, AttackEffectTime, false);
                        }
                        else if (TargetBuilding)
                        {
                            TargetBuilding.AddHealth(-AttackManager.GetDamage(AttackTarget, CustomDamage, BuildingDamage), this.gameObject);
                            //Spawning the damage effect object:
                            AttackMgr.SpawnEffectObj(TargetBuilding.DamageEffect, AttackTarget, 0.0f, true);
                        }
                    }
                }
            }

            //Play the attack audio:
            AudioManager.PlayAudio(gameObject, AttackSound, false);

            AttackTimer = AttackReload;
            CanPlayAnim = true;

            //If this not the basic attack then revert back to the basic attack after done
            if (BasicAttack == false && MultipleAttacksMgr != null)
            {
                MultipleAttacksMgr.EnableAttackType(MultipleAttacksMgr.BasicAttackID);
            }

            //Cooldown:
            StartCoolDown();

            //Attack once? cancel attack to prevent source from attacking again
            if (AttackOnce == true)
            {
                CancelAttack();
            }

            ReloadAttackDelay();
        }