Arcane/Magic explosion prototype criado knowledge level changed to scriptable começado prefabs de systems criados e atualizados
63 lines
1.5 KiB
C#
63 lines
1.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CastSpell : MonoBehaviour
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{
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[SerializeField] private FloatVariable knowledgeLevel;
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[SerializeField] private Transform playerTransform;
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[Space]
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[SerializeField] private float globalCooldown;
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[Space]
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public List<Spell> Spells;
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private float timer = 0f;
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private bool casted = false;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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if(casted)
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{
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timer += Time.deltaTime;
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if(timer >= globalCooldown)
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{
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timer = 0f;
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casted = false;
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}
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}
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}
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public void OnCastPressed(float id)
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{
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if(!casted)
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{
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//cast spell
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int realID = (int)id - 1;
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if(Spells[realID].CastType == SpellType.CastOnPlayerPosition)
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{
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GameObject spellObject = Instantiate(Spells[realID].SpellObject, playerTransform);
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spellObject.SetActive(true);
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}
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else
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{
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GameObject spellObject = Instantiate(Spells[realID].SpellObject, playerTransform.position, Quaternion.identity);
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spellObject.transform.forward = playerTransform.forward;
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spellObject.SetActive(true);
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}
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Debug.Log(Spells[realID].GetFinalDamageValue());
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casted = true;
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}
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}
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}
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