RiftMayhem/Assets/Scripts/Networking/NetworkedAreaOfEffectOverTime.cs
Pedro Gomes 81f2ac424e Insane update
Abilities:

- area of effect ability with impact event/chain reaction type added
- melee slash timing bugfix
- melee slash VFX added
- blizzard (second mage ability) added
- holy circle (ultimate priest ability) added
- consecration (ultimate knight ability) added
- whirling axes (second barbarian ability) added
- glacial bomb (ultimate mage ability) added
- ice shard (first mage ability) added

Others:

- aoe location snapshot on cast mechanic added
- reduced realtime shadows on rifthunters inn
2024-07-04 21:27:15 +01:00

79 lines
2.1 KiB
C#

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