66 lines
1.8 KiB
C#
66 lines
1.8 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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public class NetworkedAreaOfEffectOverTime : NetworkedAreaOfEffect
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{
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public float duration;
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public ParticleSystem snow;
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public ParticleSystem circle;
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private float endTime;
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public override void Init()
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{
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if (photonView.IsMine)
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{
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//resizedByAbility.x = radius * 2;
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//resizedByAbility.y = radius * 2;
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//resizedByAbility.z = radius * 2;
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//
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////telegraph.transform.localScale = resizedByAbility;
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//effectVisual.transform.localScale = resizedByAbility;
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photonView.RPC(nameof(RPC_RemoteInit), RpcTarget.Others, AbilityIndexer.Instance.Abilities.IndexOf(ability));
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ApplyArea();
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}
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}
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protected override void RPC_RemoteInit(int abilityIndex)
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{
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ability = (AreaOfEffectOverTimeAbility)AbilityIndexer.Instance.Abilities[abilityIndex]; // TODO: change casting to areaofeffectovertimeability
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}
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protected override IEnumerator ApplyTelegraphDelay(float delay)
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{
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return base.ApplyTelegraphDelay(delay);
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}
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protected override void ApplyArea()
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{
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effectVisual.SetActive(true);
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StartCoroutine(ApplyAreaOverTime());
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}
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private IEnumerator ApplyAreaOverTime()
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{
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endTime = Time.time + duration;
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while(Time.time < endTime)
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{
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yield return new WaitForSeconds(0.5f);
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CheckSurroundings();
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}
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StartCoroutine(SelfDestruct());
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}
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protected override void CheckSurroundings()
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{
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base.CheckSurroundings(); //TODO: spread the total value over ticks, for now just apply the instant effect every tick, manage tick values on effect applied
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}
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}
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