- Necromancer class playable - Savage minion ability & npc - Mage minion ability & npc - rogue minion ability & npc - warrior minion ability & npc - golem minion ability & npc - minion abilities - Class resource (used to automatically summon minions based on the amount of souls drained, in case of necromancer) - class resource spender (auto cast from priority list) - class resource regen instant effect option
43 lines
1.7 KiB
C#
43 lines
1.7 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 = "SummonAbility", menuName = "RiftMayhem/AbilitySystem/Abilities/Summon Ability", order = 0)]
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public class SummonAbility : BaseAbility
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{
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public GameObject minionPrefab;
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private GameObject instantiatedMinion;
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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($"Player {user.name} casted {this.name} and spent {manaCost} mana.");
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instantiatedMinion = PhotonNetwork.Instantiate("Abilities/" + minionPrefab.name, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.position, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.rotation);
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}
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public override void Execute(PhotonView user, Taggable userTag, Vector3 point)
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{
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base.Execute(user, userTag);
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Debug.Log($"Player {user.name} casted {this.name} and spent {manaCost} mana.");
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instantiatedMinion = PhotonNetwork.Instantiate("Abilities/" + minionPrefab.name, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.position, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.rotation);
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}
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public override void Execute(PhotonView user, Taggable userTag, Transform target)
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{
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base.Execute(user, userTag);
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Debug.Log($"Player {user.name} casted {this.name} and spent {manaCost} mana.");
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instantiatedMinion = PhotonNetwork.Instantiate("Abilities/" + minionPrefab.name, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.position, user.GetComponentInChildren<ProjectileSpawnLocationController>().transform.rotation);
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}
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}
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