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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<SpawnedAttack>();
owner = GetComponent<SpawnedAttack>().spawner;
lineEffect = GetComponentInChildren<LineEffect>();
}
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);
}
}
}
}
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