- shield wall (second knight ability) added - ragestorm (ultimate barbarian ability) added - anti projectile type of spell - channeled ability type - small balance changes on abilities and statpoints per level
41 lines
1.4 KiB
C#
41 lines
1.4 KiB
C#
using Photon.Pun;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "ChanneledAbility", menuName = "RiftMayhem/AbilitySystem/Abilities/Channeled Ability", order = 0)]
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public class ChanneledAbility : BaseAbility
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{
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public GameObject prefab;
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public float duration;
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public float radius;
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public bool canHitSelf;
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public bool followUser;
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protected GameObject instanciatedAbility;
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private NetworkedChanneling networkedChanneling;
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public virtual NetworkedChanneling ExecuteChannel(PhotonView user, Taggable userTag, ref Coroutine channelingCoroutine)
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{
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base.Execute(user, userTag);
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instanciatedAbility = PhotonNetwork.Instantiate("Abilities/" + prefab.name, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.position, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.rotation);
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networkedChanneling = instanciatedAbility.GetComponent<NetworkedChanneling>();
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networkedChanneling.owner = user;
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networkedChanneling.ownerTag = userTag;
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networkedChanneling.ability = this;
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networkedChanneling.duration = duration;
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networkedChanneling.radius = radius;
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networkedChanneling.canHitSelf = canHitSelf;
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networkedChanneling.followUser = followUser;
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networkedChanneling.Init(ref channelingCoroutine);
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return networkedChanneling;
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}
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}
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