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using UnityEngine;
public class ManaSiphon : MonoBehaviour, IBuildable
{
[SerializeField]
private int gatherRatePerSec;
[SerializeField]
private LayerMask layermask;
[SerializeField]
private GameObject UIObject;
[SerializeField]
private int goldBackOnDemolish;
private bool gathering;
private float timer = 1f;
private void Start()
{
DetectMana();
if (gathering)
{
ResourceManager.instance.UpdateManaGatherRate(gatherRatePerSec);
}
}
private void Update()
{
if (timer <= 0f)
{
Gather();
timer = 1f;
}
else if (gathering && SpawnManager.instance.combat)
{
timer -= Time.deltaTime;
}
}
public void SetStats()
{
}
public void SpawnUI()
{
SimpleUI component = Object.Instantiate(UIObject, base.transform.position, Quaternion.identity).GetComponent<SimpleUI>();
component.SetDemolishable(base.gameObject, goldBackOnDemolish);
if (gathering)
{
component.SetDiscriptionText("Currently gathering 1 mana/sec.");
}
}
public void Demolish()
{
if (gathering)
{
ResourceManager.instance.UpdateManaGatherRate(-gatherRatePerSec);
}
}
private void Gather()
{
ResourceManager.instance.AddMana(gatherRatePerSec);
}
private void DetectMana()
{
if ((!Physics.Raycast(base.transform.position + new Vector3(1f, 1f, 0f), -base.transform.up, out var hitInfo, 1f, layermask, QueryTriggerInteraction.Ignore) || !Rotate(hitInfo)) && (!Physics.Raycast(base.transform.position + new Vector3(-1f, 1f, 0f), -base.transform.up, out hitInfo, 1f, layermask, QueryTriggerInteraction.Ignore) || !Rotate(hitInfo)) && (!Physics.Raycast(base.transform.position + new Vector3(0f, 1f, 1f), -base.transform.up, out hitInfo, 1f, layermask, QueryTriggerInteraction.Ignore) || !Rotate(hitInfo)) && Physics.Raycast(base.transform.position + new Vector3(0f, 1f, -1f), -base.transform.up, out hitInfo, 1f, layermask, QueryTriggerInteraction.Ignore))
{
Rotate(hitInfo);
}
}
private bool Rotate(RaycastHit hit)
{
if (hit.collider.GetComponent<ManaCrystal>() == null)
{
return false;
}
if ((double)Mathf.Abs(hit.collider.transform.position.y - base.transform.position.y) > 0.001)
{
return false;
}
base.transform.LookAt(hit.collider.transform.position, Vector3.up);
gathering = true;
return true;
}
}
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