Exemplo n.º 1
0
 public override void OnFire(Stats playerStats)
 {
     if (playerStats.manna > 0)
     {
         GameObject newBarrier = Instantiate(Barrier);
         playerStats.manna -= 20;
         FireAttack?.Invoke();
         Destroy(newBarrier.gameObject, 5);
     }
 }
Exemplo n.º 2
0
 public override void OnFire(Stats playerStats)
 {
     if (BaseDamageLevel == 0)
     {
         BaseDamageLevel = playerStats.Damage;
         stats           = playerStats;
     }
     playerStats.Damage = BaseDamageLevel + ExtraDamage;
     playerStats.manna--;
     FireAttack?.Invoke();
 }
Exemplo n.º 3
0
    public override void OnFire(Stats playerstats)
    {
        if (MaxTurretsCount > countOfSpawned)
        {
            GameObject newTurret = Instantiate(TurretPrefab);
            newTurret.transform.position = TurretMask.transform.position;

            newTurret.GetComponent <TurretScript>().OnTurretDestroyed.AddListener(() => countOfSpawned--);
            //  newTurret.transform.localScale = Vector3.one;
            countOfSpawned++;
            FireAttack?.Invoke();
        }
    }
Exemplo n.º 4
0
    public override void OnFire(Stats playerStats)
    {
        if (stats.manna > 0)
        {
            Vector3 direction = crossHair.position - transform.position;

            transform.right = direction;
            SkillAnimation.Play("SkillAnimation");

            timeShot = 2;

            stats.manna -= mannaMinus;

            FireAttack?.Invoke();
        }
    }
Exemplo n.º 5
0
    public override void OnFire(Stats playerStats)
    {
        Debug.Log("fire");
        if (CurrentWeapon != null)
        {
            Debug.Log("fire2");
            if (timeShot <= 0)
            {
                Debug.Log("fire3");
                if (GetComponentInParent <Inventory>().Ammo > 0)
                {
                    Debug.Log("fire");
                    Vector3    direction = shotDir.right;
                    GameObject bullet    = Instantiate(CurrentWeapon.ammo, shotDir.position, transform.rotation);
                    //Debug.Log(bullet.transform.position +"   "+shotDir.position);

                    Vector3 pos = bullet.transform.position;
                    pos.z = 0;
                    bullet.transform.position = pos;
                    bullet.GetComponent <BulletScipt>().TargetTag = "Enemy";
                    bullet.GetComponent <BulletScipt>().Damage    = CurrentWeapon.Damage + (int)playerStats.Damage;
                    if (transform.parent.localScale.x > 0)
                    {
                        bullet.GetComponent <Rigidbody2D>().AddForce(direction * CurrentWeapon.Force);// затем прикладываем к  компоненту Rigidbody2D выктор силы: вправо от объекта Shooter с силой shootForce
                    }
                    else
                    {
                        bullet.GetComponent <Rigidbody2D>().AddForce(-1 * direction * CurrentWeapon.Force); // затем прикладываем к  компоненту Rigidbody2D выктор силы: вправо от объекта Shooter с силой shootForce
                    }
                    Destroy(bullet.gameObject, CurrentWeapon.BulletDestroyTime);                            // уничтожаем копию пули с задержкой
                    timeShot = CurrentWeapon.CoolDown;

                    GetComponentInParent <Inventory>().Ammo--;
                    FireAttack?.Invoke();
                }
            }
        }
    }