using UnityEngine; public class LineRangeEffect : MonoBehaviour { public float dmg; public float knockback; private LineEffect lineEffect; private Player owner; private SpawnedAttack spawned; private bool done; private void Start() { spawned = GetComponent(); owner = GetComponent().spawner; lineEffect = GetComponentInChildren(); } private void Update() { if (done || !spawned.IsMine()) { return; } Player closestPlayerInTeam = PlayerManager.instance.GetClosestPlayerInTeam(base.transform.position, PlayerManager.instance.GetOtherTeam(owner.teamID), needVision: true); if ((bool)closestPlayerInTeam) { float num = 2f; float radius = lineEffect.GetRadius(); float num2 = Vector2.Distance(base.transform.position, closestPlayerInTeam.transform.position); if (num2 < radius + num && num2 > radius - num) { done = true; closestPlayerInTeam.data.healthHandler.CallTakeDamage(dmg * base.transform.localScale.x * (closestPlayerInTeam.transform.position - base.transform.position).normalized, closestPlayerInTeam.transform.position, null, owner); closestPlayerInTeam.data.healthHandler.CallTakeForce(knockback * base.transform.localScale.x * (closestPlayerInTeam.transform.position - base.transform.position).normalized); } } } }