- increase summon cost - reduce amount of class resource drained on melee hits - increased amount of class resource drained on spell with cooldown hits - minions scaling with owner's stats - bugfixing npc/minion decision making corner cases
43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ClassResourceSpender : MonoBehaviour
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{
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RiftPlayer player;
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Taggable playerTag;
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ClassResource classResource;
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ClassAbilityPriorityManager abilityPriorityManager;
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AbilityCooldownTracker abilityCooldownTracker;
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private void Awake()
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{
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player = GetComponentInParent<RiftPlayer>();
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abilityPriorityManager = player.GetComponentInChildren<ClassAbilityPriorityManager>();
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abilityCooldownTracker = player.GetComponentInChildren<AbilityCooldownTracker>();
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playerTag = player.GetComponent<Taggable>();
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classResource = player.GetComponent<ClassResource>();
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classResource.onResourceChanged.AddListener(OnClassResourceValueChanged);
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}
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public void OnClassResourceValueChanged(float value)
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{
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BaseAbility autocastAbility = abilityPriorityManager.GetHighestPriorityAvailableAbility();
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if (autocastAbility == null)
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{
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Debug.Log("No abilities available for current conditional state");
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return;
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}
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autocastAbility.Execute(player.photonView, playerTag);
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if (autocastAbility.cooldown > 0)
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abilityCooldownTracker.StartAbilityCooldown(autocastAbility);
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}
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}
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