RiftMayhem/Assets/Scripts/Networking/NetworkDrainEffectChainReaction.cs
2025-02-21 18:35:51 +00:00

34 lines
1.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NetworkDrainEffectChainReaction : NetworkAbilityChainReaction
{
NetworkedDrainProjectile drainProjectile;
public bool canDrainAllies;
public override void ExecuteAbilityChainReaction(Taggable owner, List<Taggable> targets)
{
for (int i = 0; i < targets.Count; i++)
{
if(!canDrainAllies)
{
if (owner.AlliedTagsContains(targets[i].targetTag)) continue;
}
spawnedChainReaction = Instantiate(abilityPrefabName, targets[i].transform.position + Vector3.up * 0.5f, Quaternion.identity);
drainProjectile = spawnedChainReaction.GetComponent<NetworkedDrainProjectile>();
drainProjectile.speed = ((ProjectileAbility)ability).projectileSpeed;
drainProjectile.ownerTag = owner;
drainProjectile.ability = ((ProjectileAbility)ability);
drainProjectile.lifeSpan = ((ProjectileAbility)ability).lifeSpan;
drainProjectile.Init();
}
}
}