예제 #1
0
파일: Enemy.cs 프로젝트: Shichifu-gd/MAIO
 private void EnemyAttack()
 {
     if (CurrentTarget != null)
     {
         CurrentTarget.TakeDamage(Attack);
     }
 }
    private void FireFlamer()
    {
        if (flamerEffect.isPlaying == false)
        {
            flamerEffect.Play();
        }

        CurrentTarget.TakeDamage(flamerDamage * Time.deltaTime);
    }
예제 #3
0
 public void ActivateSpell1()
 {
     if (CurrentTarget)
     {
         MeleeSkill1.SetActive(true);
         MeleeSkill1.transform.position = CurrentTarget.transform.position;
         MeleeSkill1.transform.parent   = CurrentTarget.transform;
         //Rigidbody rb = CurrentTarget.GetComponent<Rigidbody>();
         //StartCoroutine(CurrentTarget.PushBackEnd());
         //rb.AddForce(gameObject.transform.forward * CurrentTarget.PushBackForce);
         CurrentTarget.TakeDamage(skills[SkillIndex].SpellDamage, transform, IsCrit());
         StartCoroutine(Skill1Effect());
         Mana -= skills[SkillIndex].SpellManaCost;
         StartCoroutine(skills[SkillIndex].CoolDownTimer());
     }
 }
예제 #4
0
    private void FireMachineGun()
    {
        if (machineGunEffect.activeSelf == false)
        {
            machineGunEffect.SetActive(true);
            muzzleEffects.SetActive(true);
            gunImpactEffect.Play();
        }

        CurrentTarget.TakeDamage(machineGunDamage * Time.deltaTime);

        Vector3 direction = firePoint.position - CurrentTarget.transform.position;

        gunImpactEffect.transform.position = CurrentTarget.transform.position + direction.normalized * 0.5f;
        gunImpactEffect.transform.rotation = Quaternion.LookRotation(direction);
    }
    private void ShootLaser()
    {
        if (laserImpactEffect.activeSelf == false)
        {
            laserImpactEffect.SetActive(true);
            lineRenderer.enabled = true;
            hitLight.enabled     = true;
        }

        CurrentTarget.TakeDamage(laserDamage * Time.deltaTime);

        lineRenderer.SetPosition(0, firePoint.position);
        lineRenderer.SetPosition(1, CurrentTarget.transform.position);

        Vector3 direction = firePoint.position - CurrentTarget.transform.position;

        laserImpactEffect.transform.position = CurrentTarget.transform.position + direction.normalized * 0.5f;
        laserImpactEffect.transform.rotation = Quaternion.LookRotation(direction);
    }