コード例 #1
0
    /// <summary>
    /// Mage player's secondary attack
    /// </summary>
    protected override void SecondaryAttack()
    {
        // Ensure player has enough mana to perform this attack
        if (AttackCooldown > 0 || (Stats as PlayerStatsController).mana.CurrentValue < secondaryAttackManaDepletion)
        {
            return;
        }

        StartCoroutine(VfxHelper.CreateVFX(secondaryVFX, transform.position + new Vector3(0, 0.01f, 0), Quaternion.identity, PlayerManager.colours.GetColour(Stats.characterColour)));

        // Check all enemies within attack radius of the player
        List <Transform> enemies = GetSurroundingEnemies(secondaryAttackRadius);

        // Attack any enemies within the AOE range
        foreach (var enemy in enemies)
        {
            StartCoroutine(PerformExplosiveDamage(enemy.GetComponent <EntityStatsController>(),
                                                  secondaryAttackMaxDamage, secondaryAttackStunTime, secondaryAttackExplosionForce,
                                                  transform.position, secondaryAttackRadius, secondaryAttackDamageDelay));
        }

        // Trigger secondary attack animation
        Anim.SetTrigger("SecondaryAttack");

        // Play the attack audio
        StartCoroutine(AudioHelper.PlayAudioOverlap(WeaponAudio, secondaryAttackWeaponSFX));

        // Reset attack timeout and deplete mana
        AttackCooldown = secondaryAttackTimeout;
        (Stats as PlayerStatsController).mana.Subtract(secondaryAttackManaDepletion);

        // Apply movement speed modifier
        StartCoroutine(Motor.ApplyTimedMovementModifier(secondaryAttackMovementModifier, secondaryAttackTimeout));
    }
    /// <summary>
    /// Healer's primary attack
    /// </summary>
    protected override void PrimaryAttack()
    {
        if (AttackCooldown > 0 || (Stats as PlayerStatsController).mana.CurrentValue < primaryAttackManaDepletion)
        {
            return;
        }

        // Check all enemies within attack radius of the player
        List <Transform> enemies    = GetSurroundingEnemies(primaryAttackRadius);
        float            baseDamage = Stats.damage.GetValue();

        // Attack any enemies within the attack sweep and range
        foreach (var enemy in enemies.Where(enemy => CanDamageTarget(enemy, primaryAttackRadius, primaryAttackSweepAngle)))
        {
            // Calculate and perform damage
            float damageValue = Random.Range(primaryAttackMinDamage + baseDamage, primaryAttackMaxDamage + baseDamage);
            StartCoroutine(PerformDamage(enemy.GetComponent <EntityStatsController>(), damageValue, primaryAttackDamageDelay));
        }

        // Trigger primary attack animation
        StartCoroutine(TriggerTimeAttackAnimation("PrimaryAttack", primaryAttackTimeout));

        // Play the attack audio
        StartCoroutine(AudioHelper.PlayAudioOverlap(WeaponAudio, primaryAttackWeaponSFX));

        // Reset attack timeout and deplete mana
        AttackCooldown = primaryAttackTimeout;
        (Stats as PlayerStatsController).mana.Subtract(primaryAttackManaDepletion);

        // Apply movement speed modifier
        StartCoroutine(Motor.ApplyTimedMovementModifier(primaryAttackMovementModifier, primaryAttackTimeout));
    }
    /// <summary>
    /// Healer's secondary attack
    /// </summary>
    protected override void SecondaryAttack()
    {
        if (AttackCooldown > 0 || (Stats as PlayerStatsController).mana.CurrentValue < secondaryAttackManaDepletion)
        {
            return;
        }

        float baseDamage = Stats.damage.GetValue();

        float damageValue  = Random.Range(secondaryAttackMinDamage + baseDamage, secondaryAttackMaxDamage + baseDamage);
        float healingValue = Random.Range(secondaryAttackMinHealing, secondaryAttackMaxHealing);

        // Launch projectile in the direction the player is facing
        StartCoroutine(LaunchProjectile(projectilePrefab, transform.forward, secondaryAttackLaunchForce, secondaryAttackRange, damageValue, healingValue, secondaryAttackLaunchDelay));

        // Trigger secondary attack animation
        Anim.SetTrigger("SecondaryAttack");

        // Play the attack audio
        StartCoroutine(AudioHelper.PlayAudioOverlap(WeaponAudio, secondaryAttackWeaponSFX));

        // Reset attack timeout and deplete mana
        AttackCooldown = secondaryAttackTimeout;
        (Stats as PlayerStatsController).mana.Subtract(secondaryAttackManaDepletion);

        // Apply movement speed modifier
        StartCoroutine(Motor.ApplyTimedMovementModifier(secondaryAttackMovementModifier, secondaryAttackTimeout));
    }
コード例 #4
0
    /// <summary>
    /// Melee's secondary attack
    /// </summary>
    protected override void SecondaryAttack()
    {
        // Ensure player has enough mana to perform this attack
        if (AttackCooldown > 0 || (Stats as PlayerStatsController).mana.CurrentValue < secondaryAttackManaDepletion)
        {
            return;
        }

        StartCoroutine(VfxHelper.CreateVFX(secondaryVFX, transform.position + new Vector3(0, 0.01f, 0), transform.rotation,
                                           PlayerManager.colours.GetColour(Stats.characterColour), secondaryAttackDamageDelay));

        // Check all enemies within attack radius of the player
        List <Transform> enemies = GetSurroundingEnemies(secondaryAttackRadius);

        // Attack any enemies within the attack sweep and range
        foreach (var enemy in enemies.Where(enemy => CanDamageTarget(enemy, secondaryAttackRadius, secondaryAttackSweepAngle)))
        {
            // Calculate and perform damage
            float damageValue = Random.Range(secondaryAttackMinDamage, secondaryAttackMaxDamage + Stats.damage.GetValue());
            StartCoroutine(PerformDamage(enemy.GetComponent <EntityStatsController>(), damageValue, secondaryAttackDamageDelay));
        }

        // Trigger secondary attack animation
        Anim.SetTrigger("SecondaryAttack");

        // Play the attack audio
        StartCoroutine(AudioHelper.PlayAudioOverlap(WeaponAudio, secondaryAttackWeaponSFX));

        // Reset attack timeout and deplete mana
        AttackCooldown = secondaryAttackTimeout;
        (Stats as PlayerStatsController).mana.Subtract(secondaryAttackManaDepletion);

        // Apply movement speed modifier
        StartCoroutine(Motor.ApplyTimedMovementModifier(secondaryAttackMovementModifier, secondaryAttackTimeout));
    }
    /// <summary>
    /// Ranger's secondary attack
    /// </summary>
    protected override void SecondaryAttack()
    {
        if (AttackCooldown > 0 || (Stats as PlayerStatsController).mana.CurrentValue < secondaryAttackManaDepletion)
        {
            return;
        }

        // Place explosive trap
        StartCoroutine(PlaceTrap(secondaryAttackTrapPrefab, secondaryAttackSpawnDelay));

        // Trigger secondary attack animation
        Anim.SetTrigger("SecondaryAttack");

        // Play the attack audio
        StartCoroutine(AudioHelper.PlayAudioOverlap(WeaponAudio, secondaryAttackWeaponSFX));

        // Reset attack timeout and deplete mana
        AttackCooldown = secondaryAttackTimeout;
        (Stats as PlayerStatsController).mana.Subtract(secondaryAttackManaDepletion);

        // Apply movement speed modifier
        StartCoroutine(Motor.ApplyTimedMovementModifier(secondaryAttackMovementModifier, secondaryAttackTimeout));
    }