RiftMayhem/Assets/Scripts/AbilitySystem/ChanneledAbility.cs
Pedro Gomes 310251ec9f Channeled ability update
- Channeled abilities now allow to aim during channel
- Added spell casting channeled animation loop option
- New Mage DragonBreath channeled ability
2024-12-26 14:31:23 +00:00

43 lines
1.5 KiB
C#

using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "ChanneledAbility", menuName = "RiftMayhem/AbilitySystem/Abilities/Channeled Ability", order = 0)]
public class ChanneledAbility : BaseAbility
{
public GameObject prefab;
public float duration;
public float radius;
public bool canHitSelf;
public bool followUser;
public bool allowAiming;
protected GameObject instanciatedAbility;
private NetworkedChanneling networkedChanneling;
public virtual NetworkedChanneling ExecuteChannel(PhotonView user, Taggable userTag, ref Coroutine channelingCoroutine)
{
base.Execute(user, userTag);
instanciatedAbility = PhotonNetwork.Instantiate("Abilities/" + prefab.name, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.position, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.rotation);
networkedChanneling = instanciatedAbility.GetComponent<NetworkedChanneling>();
networkedChanneling.owner = user;
networkedChanneling.ownerTag = userTag;
networkedChanneling.ability = this;
networkedChanneling.duration = duration;
networkedChanneling.radius = radius;
networkedChanneling.canHitSelf = canHitSelf;
networkedChanneling.followUser = followUser;
networkedChanneling.allowAiming = allowAiming;
networkedChanneling.Init(ref channelingCoroutine);
return networkedChanneling;
}
}