- Fixed issue on projectile hit events that triggered multiple times. - Implemented % costs for health and mana - Updated key binding UI slots to show health costs if present - New Necromancer projectile AoEOverTime ability: Bonestorm. - New Vamp/Cultist/Satanist summon ability: Bloody Shadow.
54 lines
2.1 KiB
C#
54 lines
2.1 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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[CreateAssetMenu(fileName = "ChanneledAbility", menuName = "RiftMayhem/AbilitySystem/Abilities/Channeled Ability", order = 0)]
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public class ChanneledAbility : BaseAbility
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{
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public GameObject prefab;
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public float duration;
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public float radius;
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public bool canHitSelf;
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public bool followUser;
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public bool allowAiming;
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public float healthCostPerTick;
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public float percentHealthCostPerTick;
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public float manaCostPerTick;
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public float percentManaCostPerTick;
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protected GameObject instanciatedAbility;
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private NetworkedChanneling networkedChanneling;
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public virtual NetworkedChanneling ExecuteChannel(PhotonView user, Taggable userTag, ref Coroutine channelingCoroutine)
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{
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base.Execute(user, userTag);
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instanciatedAbility = PhotonNetwork.Instantiate("Abilities/" + prefab.name, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.position, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.rotation);
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networkedChanneling = instanciatedAbility.GetComponent<NetworkedChanneling>();
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networkedChanneling.owner = user;
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networkedChanneling.ownerTag = userTag;
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networkedChanneling.ability = this;
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networkedChanneling.duration = duration;
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networkedChanneling.radius = radius;
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networkedChanneling.canHitSelf = canHitSelf;
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networkedChanneling.followUser = followUser;
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networkedChanneling.allowAiming = allowAiming;
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networkedChanneling.healthCostPerTick = healthCostPerTick;
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networkedChanneling.percentHealthCostPerTick = percentHealthCostPerTick;
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networkedChanneling.manaCostPerTick = manaCostPerTick;
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networkedChanneling.percentManaCostPerTick = percentManaCostPerTick;
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networkedChanneling.ownerHealth = user.GetComponent<Health>();
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networkedChanneling.ownerMana = user.GetComponent<Mana>();
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networkedChanneling.Init(ref channelingCoroutine);
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return networkedChanneling;
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}
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}
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