Esempio n. 1
0
    public override void Attack(Transform pos, float damage, Damagetype dmg_type)
    {
        var entities = Physics.OverlapSphere(pos.position, range)
                       .Where(x => x.GetComponent <EntityBase>())
                       .Where(x => x.GetComponent <EntityBase>() != Main.instance.GetChar())
                       .ToList();


        for (int i = 0; i < entities.Count; i++)
        {
            Debug.Log(entities[i].gameObject.name);

            Vector3 dir   = entities[i].transform.position - pos.position;
            float   angle = Vector3.Angle(pos.forward, dir);

            var current = entities[i].GetComponent <EntityBase>();

            if (dir.magnitude <= range && angle < base.angle)
            {
                var attackResult = current.TakeDamage(
                    (int)damage,
                    Main.instance.GetChar().transform.position,
                    Damagetype.parriable,
                    _head);

                AttackResult?.Invoke(attackResult, dmg_type, current);
            }
        }
    }
    public override void Attack(Transform pos, float damage, Damagetype dmg_type)
    {
        var entities = Physics.OverlapSphere(pos.position, range)
                       .Where(x => x.GetComponent <EntityBase>())
                       .Where(x => x.GetComponent <EntityBase>() != Main.instance.GetChar())
                       .ToList();


        foreach (var v in entities)
        {
            Debug.Log("entity " + v.gameObject);
        }

        for (int i = 0; i < entities.Count; i++)
        {
            Debug.Log(entities[i].gameObject.name);

            Vector3 dir   = entities[i].transform.position - pos.position;
            float   angle = Vector3.Angle(pos.forward, dir);

            var current = entities[i].GetComponent <EntityBase>();

            if (dir.magnitude <= range && angle < base.angle)
            {
                var attackResult = current.TakeDamage(
                    (int)damage,
                    Main.instance.GetChar().transform.position,
                    Damagetype.parriable,
                    _head);

                AttackResult?.Invoke(attackResult, dmg_type, current);

                if (attackResult == Attack_Result.sucessful)
                {
                    oneshotSucsesfull = true;
                }

                Debug.Log("Attack result: " + attackResult.ToString());
            }
        }

        if (oneshotSucsesfull)
        {
            oneshotSucsesfull = false;
            Main.instance.Vibrate();
            Main.instance.CameraShake();
        }
    }