public void SkillUpdate() { circleRenderer.enabled = true; hitColliders = Physics.OverlapSphere(transform.position, skillCircleRadius, attackMask); for (int i = 0; i < hitColliders.Length; i++) { PlayableUnitBehaviour attackedTarget = hitColliders[i].GetComponent <PlayableUnitBehaviour>(); attackedTarget.PlayableUnitTakeDamage(attack * 5, this); if (attackedTarget.hitPoints <= 0) { UnitDies(attackedTarget); return; } } hitColliders = null; isDoingSkill = false; circleRenderer.enabled = false; }
protected override void AttackUpdate() { selectedTarget.PlayableUnitTakeDamage(attack, this); SetIdle(); }