示例#1
0
    void Hit()
    {
        switch (selfTower.type)
        {
        case (int)TowerType.FIRST_TOWER:
            target.GetComponent <Enemy>().TakeDamage(selfProjectile.damage * multi.getDamageMulti("DefaultTower"));
            break;

        case (int)TowerType.SECOND_TOWER:
            target.GetComponent <Enemy>().StartSlow(3);
            target.GetComponent <Enemy>().TakeDamage(selfProjectile.damage * multi.getDamageMulti("SlowingTower"));
            break;

        case (int)TowerType.THIRD_TOWER:
            target.GetComponent <Enemy>().TakeDamage(selfProjectile.damage * multi.getDamageMulti("RapidTower"));
            break;

        case (int)TowerType.FOURTH_TOWER:
            target.GetComponent <Enemy>().TakeDamage(selfProjectile.damage * multi.getDamageMulti("SniperTower"));
            break;

        case (int)TowerType.FIFTH_TOWER:
            string[] enemyTags =
            {
                "DefaultMutant",
                "FastMutant",
                "HeavyMutant",
                "BossMutant"
            };

            foreach (string tag in enemyTags)
            {
                GameObject[] enemy = GameObject.FindGameObjectsWithTag(tag);
                for (int i = 0; i < enemy.Length; i++)
                {
                    float CurrDistance = Vector2.Distance(transform.position, enemy[i].transform.position);

                    if (CurrDistance <= 1.5f)
                    {
                        enemy[i].GetComponent <Enemy>().TakeDamage(selfProjectile.damage * multi.getDamageMulti("AoeTower"));
                    }
                }
            }
            break;
        }

        Destroy(gameObject);
    }
示例#2
0
    //Активаня спосбность инженера
    IEnumerator openCore()
    {
        Debug.Log("Я у мамы инженер");
        //Получаем старые значения множителей
        for (int i = 0; i < towerMulti.Length; i++)
        {
            previousMultiDamage[i] = multi.getDamageMulti(towerMulti[i]);
            previousMultiReload[i] = multi.getReloadMulti(towerMulti[i]);
        }
        //Увеличиваем их на n времени
        for (int i = 0; i < towerMulti.Length; i++)
        {
            multi.setDamageMulti(2f * previousMultiDamage[i], towerMulti[i]);
            multi.setReloadMulti(0.5f * previousMultiReload[i], towerMulti[i]);
        }
        yield return(new WaitForSecondsRealtime(10));

        //
        //Возвращаем их обратно
        for (int i = 0; i < towerMulti.Length; i++)
        {
            multi.setDamageMulti(previousMultiDamage[i], towerMulti[i]);
            multi.setReloadMulti(previousMultiReload[i], towerMulti[i]);
        }
    }