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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Mirror;
- public class PlayerAttack : NetworkBehaviour{
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- public StatManager statManager;
- private float timeBetweenAttacks;
- public float startTimeBtwAttacks;
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- public LayerMask enemyMask;
- public float attackRange;
- public Vector3 castOffset;
- public int damage;
- public playerNetwork pnet;
- public GameObject projectile;
- public GameObject leftAnim,rightAnim,upAnim,downAnim;
- void Awake(){
- pnet.playerAttack = this;
- }
- void Start(){
- if(!isLocalPlayer){
- Destroy(this);
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- }else{
- statManager.OnStatsChanged += onStatChange;
- }
- }
- public void onStatChange(){
- damage = statManager.GetEffectiveValue("strength");
- }
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- IEnumerator couroutineAttack(bool isMagical){
- yield return new WaitForSecondsRealtime(0.6f);
- Attack(isMagical);
- }
- public void Attack(bool isMagical){
- if(pnet.health<=0){return;}
- Vector3 direction = GetPlayerLookDir();
- RaycastHit2D hit = Physics2D.Linecast(transform.position + castOffset, castOffset +transform.position + (direction * attackRange), enemyMask);
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- if(hit.collider == null){return;}
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- if(hit.collider.transform.GetComponent<enemyScript>() != null){
- int damageamount = damage + (pnet.lvl*5);
- if(isMagical){
- hit.collider.transform.GetComponent<enemyScript>().TakeMagicalDamage(damageamount, netId);
- }else{
- hit.collider.transform.GetComponent<enemyScript>().TakeDamage(damageamount, netId);
- }
- Debug.Log("Attacked enemy " + damageamount);
- }else{
- Debug.Log("Not an enemy : " + hit.collider.transform.name);
- }
- }
- public float magicalProjectileSpawnOffset = 1;
- public void MagicalAttack(){
- if(pnet.health<=0){return;}
- Vector3 direction = GetPlayerLookDir();
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- pnet.MagicalAttack(direction, magicalProjectileSpawnOffset, damage);
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- }
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- Vector3 GetPlayerLookDir(){
- Vector3 direction = Vector3.right;
- if(leftAnim.activeSelf){
- direction = Vector3.left;
- }else if(rightAnim.activeSelf){
- direction = Vector3.right;
- }else if(upAnim.activeSelf){
- direction = Vector3.up;
- }else if(downAnim.activeSelf){
- direction = Vector3.down;
- }
- return direction;
- }
- void OnDrawGizmos(){
- Gizmos.color = Color.red;
- Gizmos.DrawLine(transform.position+castOffset, castOffset+ transform.position + (GetPlayerLookDir() * attackRange));
- }
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- }
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