示例#1
0
    /** Weapon attributes from Tower-Attack
     * public float damage;
     * public float dot_rate; //rate as how many seconds between damage pulses
     * public float dot_length; //length as # of damage pulses
     * public float dot_damage;
     * public float slow;
     **/
    private void Apply(GameObject source)
    {
        Tower_Attack tower = source.GetComponent <Tower_Attack>();

        Damage(tower.damage);
        Slow(tower.slow);
        StartCoroutine(DamageOverTime(tower.dot_damage, tower.dot_rate, tower.dot_length));
    }
示例#2
0
    /** Weapon attributes from Tower-Attack
     * public float damage;
     * public float dot_rate; //rate as how many seconds between damage pulses
     * public float dot_length; //length as # of damage pulses
     * public float dot_damage;
     * public float slow;
     **/
    private void Apply(GameObject source)
    {
        GameObject.Find("Hitsound Audio Source").GetComponent <AudioSource>().PlayOneShot(hitSound, 1f);
        if (source.GetComponent <Tower_Attack>().isAccountant)
        {
            GetComponent <Cash_On_Death>().extra_payout = true;
        }

        Tower_Attack tower = source.GetComponent <Tower_Attack>();

        Damage(tower.damage);
        Slow(tower.slow);
        StartCoroutine(DamageOverTime(tower.dot_damage, tower.dot_rate, tower.dot_length));
    }
示例#3
0
    private void ApplySynergy(GameObject source)
    {
        GameObject.Find("Hitsound Audio Source").GetComponent <AudioSource>().PlayOneShot(synergySound, .7f);
        if (source.GetComponent <Tower_Attack>().isAccountant)
        {
            GetComponent <Cash_On_Death>().extra_payout = true;
        }

        Tower_Attack tower = source.GetComponent <Tower_Attack>();

        if (tower.GetComponent <Tower_Economy>().Upgrade < 3)
        {
            Damage(tower.damage * 2);
            Slow(tower.slow * 2);
            StartCoroutine(DamageOverTime(tower.dot_damage * 1.5f, tower.dot_rate * 1.5f, tower.dot_length * 1.5f));
        }
        else
        {
            Damage(tower.damage * 3);
            Slow(tower.slow * 3);
            StartCoroutine(DamageOverTime(tower.dot_damage * 2.25f, tower.dot_rate * 2.25f, tower.dot_length * 2.25f));
        }
        Instantiate(Synergy_Particle, Particle_Loc);
    }