private IEnumerator LaunchFireball(GameObject target) { float launchDuration = 1f; float elapsedTime = 0; Vector3 origin = Fireball.transform.position; while (elapsedTime < launchDuration) { Fireball.transform.position = Vector3.Lerp( origin, target.transform.position, elapsedTime / launchDuration); elapsedTime += Time.deltaTime; yield return(null); } Fireball.SetActive(false); Attack attack = new Attack(CurrentDamage); target.GetComponent <Combatant>() .Defend(attack); CombatSystem.EndTurn(this.GetComponentInParent <Combatant>().gameObject); }
protected override void EndAbility() { Debug.Log($"Bonk Damage total: {Damage}"); CurrentPhase = Phase.Inactive; CombatSystem.EndTurn(this.GetComponentInParent <Combatant>().gameObject); }
protected override void EndAbility() { Thunder.SetActive(false); Animator.SetBool("IsFinishedCasting", true); CombatSystem.EndTurn(this.GetComponentInParent <Combatant>().gameObject); }
private IEnumerator FinishRevolverDamage() { int revolverdamage = (int)CalculateRevolverDamage(); Attack attack = new Attack(revolverdamage); TargetedCombatants[0].GetComponent <Combatant>().Defend(attack); yield return(new WaitForSeconds(1.0f)); CombatSystem.EndTurn(this.GetComponentInParent <Combatant>().gameObject); }
protected override void EndAbility() { StopAllCoroutines(); Timer.StopTimer(); Debug.Log($"Supercharge Damage total: {Damage}"); CurrentPhase = Phase.Inactive; CombatSystem.EndTurn(this.GetComponentInParent <Combatant>().gameObject); }
public IEnumerator DealConfectionDamage() { //Only deals damage to one enemy Attack attack = new Attack(CalculateTotalDamage()); Target.GetComponent <Combatant>().Defend(attack); ConfectionMixVfx.ExplodeConfectionMix(); yield return(new WaitForSeconds(1.0f)); ConfectionMixVfx.ResetVfx(); CombatSystem.EndTurn(this.GetComponentInParent <Combatant>().gameObject); }
protected override void EndAbility() { Debug.Log($"Magic Shield Total Health: {MagicShieldHealth}"); MagicShieldSound.Play(); foreach (GameObject target in TargetedCombatants) { target.GetComponent <Combatant>().ApplyShield(MagicShieldHealth); } Animator.SetBool("IsFinishedCasting", true); CombatSystem.EndTurn(this.GetComponentInParent <Combatant>().gameObject); }
public override void EndTurn() { // for now do nothing lmao CombatSystem.EndTurn(this.gameObject); }
public override void EndTurn() { CombatSystem.EndTurn(this.gameObject); }