- melee attack first iteration (WIP) - priest playable class - priest "holy ball" ability
45 lines
1.5 KiB
C#
45 lines
1.5 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 = "SlashAbility", menuName = "RiftMayhem/AbilitySystem/Abilities/Simple Slash Ability", order = 0)]
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public class SimpleMeleeSlashAbility : BaseAbility
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{
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public GameObject slashPrefab;
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public bool regenHealthOnHit;
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public bool regenManaOnHit;
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public float healthOnHit;
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public float manaOnHit;
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public float lifeSpan;
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public float range;
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private GameObject instantiatedSlash;
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private NetworkedSlash networkedSlash;
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public override void Execute(PhotonView user, Taggable userTag)
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{
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base.Execute(user, userTag);
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Debug.Log($"Player {user.name} used {this.name} and spent {manaCost} mana.");
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instantiatedSlash = PhotonNetwork.Instantiate("Abilities/" + slashPrefab.name, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.position, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.rotation);
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networkedSlash = instantiatedSlash.GetComponent<NetworkedSlash>();
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networkedSlash.owner = user;
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networkedSlash.ownerTag = userTag;
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networkedSlash.ability = this;
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networkedSlash.lifeSpan = lifeSpan;
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networkedSlash.range = range;
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networkedSlash.regenHealthOnHit = regenHealthOnHit;
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networkedSlash.regenManaOnHit = regenManaOnHit;
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networkedSlash.healthOnHit = healthOnHit;
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networkedSlash.manaOnHit = manaOnHit;
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networkedSlash.Init();
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}
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}
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