48 lines
1.1 KiB
C#
48 lines
1.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class NetworkedAreaOfEffectWithImpactEvent : NetworkedAreaOfEffect
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{
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public float impactDelay;
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public UnityEvent<Taggable, List<Taggable>> onImpactHappened = new UnityEvent<Taggable, List<Taggable>>();
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protected override void Awake()
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{
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base.Awake();
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}
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public override void Init()
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{
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StartCoroutine(ApplyTelegraphDelay(impactDelay));
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}
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protected override IEnumerator ApplyTelegraphDelay(float delay)
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{
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effectVisual.SetActive(true);
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yield return new WaitForSeconds(impactDelay);
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CheckSurroundings();
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}
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protected override void ApplyArea()
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{
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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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onImpactHappened.Invoke(ownerTag, targets);
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StartCoroutine(SelfDestruct());
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}
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}
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