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
51 lines
1.3 KiB
C#
51 lines
1.3 KiB
C#
using Photon.Pun;
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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<PhotonView, Taggable> onImpactHappened = new UnityEvent<PhotonView, Taggable>();
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public override void Init()
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{
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if (photonView.IsMine)
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{
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photonView.RPC(nameof(RPC_RemoteInit), RpcTarget.Others, AbilityIndexer.Instance.Abilities.IndexOf(ability));
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StartCoroutine(ApplyTelegraphDelay(impactDelay));
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}
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}
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protected override void RPC_RemoteInit(int abilityIndex)
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{
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ability = (AreaOfEffectWithImpactEventAbility)AbilityIndexer.Instance.Abilities[abilityIndex];
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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(owner, ownerTag);
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StartCoroutine(SelfDestruct());
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}
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}
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