Esempio n. 1
0
        /// <summary>
        /// Overrides the lightning towers's update function to use to attack the targeted base
        /// </summary>
        /// <param name="lightningTower">stores a reference of the TowerStateMachine in tower</param>
        /// <returns>>It returns back into itself until the current enemy is destroyed</returns>
        public override LightningTowerState Update(LightningTowerStateMachine lightningTower)
        {
            if (lightningTower.attackTarget != null)                                    // if the attackTarget isn't null
            {
                lightningTower.timeUntilNextShot -= Time.deltaTime;                     // then start attack timer

                if (lightningTower.timeUntilNextShot <= 0)                              // if atack timer reaches zero
                {
                    lightningTower.enemy.TakeDamage(lightningTower.attackDamage);       // attack
                    lightningTower.timeUntilNextShot = lightningTower.timeBetweenShots; // reset timer
                }
            }
            return(null); // return back into itself
        }
 /// <summary>
 /// Handles when a tower is selected, doesn't work anymore
 /// </summary>
 private void ClickToSelectTower()
 {
     if (Input.GetButtonDown("Fire1") && Input.GetButton("Jump")) // on left click + spacebar
     {
         Ray ray = cam.ScreenPointToRay(Input.mousePosition);     // create a ray from the camera, through scene to the mouse
         if (Physics.Raycast(ray, out RaycastHit hit, 50, clickableObjects))
         {                                                        // shoot ray into scene, detect where it hit
             TowerStateMachine tower = hit.collider.GetComponent <TowerStateMachine>();
             if (tower != null && isTowerOne)
             {
                 currentlySelectedTower = tower;
             }
             LightningTowerStateMachine lightningTower = hit.collider.GetComponent <LightningTowerStateMachine>();
             if (tower != null && isTowerTwo)
             {
                 currentlySelectedLightningTower = lightningTower;
             }
         }
         else
         {
             currentlySelectedTower          = null; // deselect
             currentlySelectedLightningTower = null;
         }
     }
Esempio n. 3
0
 public virtual void OnStart(LightningTowerStateMachine lightningTower) { } // a start function that can be taken over by other classes
 public virtual void OnEnd(LightningTowerStateMachine lightningTower) { } // a end function that can be taken over by other classes
Esempio n. 4
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 public abstract LightningTowerState Update(LightningTowerStateMachine lightningTower); // creates a special update that can be taken over by other classes
 /// <summary>
 /// Overrides the lightning tower update to use in this current state
 /// </summary>
 /// <param name="lightningTower">stores a reference of the LightningTowerStateMachine in lightningTower</param>
 /// <returns>It returns back into itself until the current enemy is destroyed or out of range</returns>
 public override LightningTowerState Update(LightningTowerStateMachine lightningTower)
 {
     return null;// stay in current state
 } // end update