81 lines
2.0 KiB
C#
81 lines
2.0 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 NetworkedBaseAbility : MonoBehaviour
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{
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[Header("Common Settings")]
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public Taggable ownerTag;
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public BaseAbility ability;
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public float lifeSpan;
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public bool canHitSelf;
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[SerializeField] protected GameObject visuals;
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[SerializeField] protected LayerMask abilityHitLayer;
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protected bool waitingForDestroy = false;
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protected List<Taggable> targets = new List<Taggable>();
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protected Taggable possibleTarget;
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protected virtual void Awake()
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{
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}
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public virtual void Init()
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{
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StartCoroutine(SelfDestruct());
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}
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protected virtual IEnumerator SelfDestruct()
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{
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yield return new WaitForSeconds(lifeSpan);
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waitingForDestroy = true;
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StartCoroutine(DelayedDestroy());
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}
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protected virtual IEnumerator DelayedDestroy()
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{
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DisableVisuals();
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yield return new WaitForSeconds(1.5f);
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Destroy(this.gameObject);
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}
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protected virtual void DisableVisuals()
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{
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if (visuals != null)
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{
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visuals.SetActive(false);
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}
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}
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protected virtual bool IsValidTarget(Taggable target)
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{
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if (target == null) return false;
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if (!canHitSelf && target == ownerTag) return false;
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return target.IsValidTarget(ability.targettingTags);
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}
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protected virtual bool IsValidTarget(Collider collider)
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{
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possibleTarget = collider.GetComponentInParent<Taggable>();
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if (possibleTarget == null) return false;
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if (!canHitSelf && possibleTarget == ownerTag) return false;
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if (!possibleTarget.IsValidTarget(ability.targettingTags)) return false;
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return true;
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}
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protected virtual void ApplyEffects(List<Taggable> targets)
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{
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foreach (BaseEffect effect in ability.abilityEffects)
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{
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effect.ApplyEffect(ownerTag, targets);
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}
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}
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}
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