IEnumerator AttackTargetRepeatedly() { bool attackerStillAlive = GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon; bool targetStillAlive = target.GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon; while (attackerStillAlive && targetStillAlive) { var animationClip = currentWeaponConfig.GetAnimClip(); float animationClipTime = animationClip.length / character.GetAnimationSpeedMultiplier(); float timeToWait = animationClipTime + currentWeaponConfig.GetTimeBetweenAnimationsCycle(); bool isTimeToHitAgain = Time.time - lastHitTime > timeToWait; if (isTimeToHitAgain) { AttackTargetOnce(); lastHitTime = Time.time; } yield return(new WaitForSeconds(timeToWait)); } }
IEnumerator AttackTargetRepeatedly() { bool attackerStillAlive = GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon; bool targetStillAlive = target.GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon; while (attackerStillAlive && targetStillAlive) { float animationClipTime = currentWeaponConfig.GetDeathAnimationClip().length; animationClipTime /= character.GetAnimationSpeedMultiplier(); float timeToWait = animationClipTime + currentWeaponConfig.GetMinTimeBetweenAnimationCycles() + Random.Range(-Constants.ATTACK_TIME_OFFSET, Constants.ATTACK_TIME_OFFSET); bool isTimeToHitAgain = Time.time - lastHitTime > timeToWait; if (isTimeToHitAgain) { AttackTargetOnce(); lastHitTime = Time.time; } yield return(new WaitForSeconds(timeToWait)); } }
private IEnumerator AttackTargetRepeatedly() { bool attackerStillAlive = GetComponent <HealthSystem>().HealthAsPercentage() >= Mathf.Epsilon; bool targetStillAlive = target.GetComponent <HealthSystem>().HealthAsPercentage() >= Mathf.Epsilon; while (attackerStillAlive && targetStillAlive) { AnimationClip animationClip = currentWeaponConfig.GetAttackAnimClip(); float animationClipTime = animationClip.length / character.GetAnimationSpeedMultiplier(); float attackTime = animationClipTime + currentWeaponConfig.GetWaitTimeBetweenAnimations(); bool timeToAttack = (Time.time - lastHitTime) > attackTime; if (timeToAttack) { lastHitTime = Time.time; AttackTargetOnce(); } yield return(new WaitForSeconds(attackTime)); } }