Esempio n. 1
0
 void Attack()
 {
     Types.Items itemType = InventoryHelper.GetActiveItemType(playerInventory);
     // Only attack after the cooldown buffer time window has passed.
     if (Time.time > attackCooldown && itemType == Types.Items.Weapon)
     {
         Weapon          weapon       = InventoryHelper.GetActiveItem(playerInventory) as Weapon;
         List <Collider> localEnemies = LocateEnemyInWeaponRange(weapon.range);
         foreach (Collider enemyCol in localEnemies)
         {
             Health enemyHealth = enemyCol.gameObject.GetComponent <Health>();
             // Give the Infected weapon damage.
             enemyHealth.TakeDamage(weapon.damage);
             // Do the math to calculate the angle in which the target is from the enemy.
             Vector3 directionToTarget = enemyCol.transform.position - transform.position;
             // Normalize that Vector3 to get to direction only.
             directionToTarget.Normalize();
             // Create a new Throw class, giving it our two values.
             Types.Throw attackThrow = new Types.Throw(directionToTarget, weapon.force);
             // Give both of those values to the "GetThrown" in order to throw the enemy backware
             enemyHealth.GetThrown(attackThrow);
             // Create a buffer between attacks
             attackCooldown = Time.time + weapon.speed;
         }
     }
 }
Esempio n. 2
0
 public void PlayerSelectedItem(Types.Items SelectedItem)
 {
 }