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authorchai <215380520@qq.com>2024-05-19 16:05:01 +0800
committerchai <215380520@qq.com>2024-05-19 16:05:01 +0800
commitc5f145786f4c6d2fe4bea831dfc16e52228920a5 (patch)
treea6ead7ea8266c767d58ed0f816dcd7a1dd75bd65 /GameCode/StabMA.cs
parent48b64e573a1709dc923cb9162b55be0246b3ff63 (diff)
* move
Diffstat (limited to 'GameCode/StabMA.cs')
-rw-r--r--GameCode/StabMA.cs71
1 files changed, 0 insertions, 71 deletions
diff --git a/GameCode/StabMA.cs b/GameCode/StabMA.cs
deleted file mode 100644
index fe34737..0000000
--- a/GameCode/StabMA.cs
+++ /dev/null
@@ -1,71 +0,0 @@
-using UnityEngine;
-
-public class StabMA : ManualAttack
-{
- public float maximumCooldownTime = 15f;
-
- public float minimumCooldownPercentage = 0.2f;
-
- private int targetsStabbed;
-
- private AudioSet.ClipArray caSuccessfulHit;
-
- private AudioSet.ClipArray caFailedHit;
-
- public int TargetsStabeed => targetsStabbed;
-
- public override void Start()
- {
- base.Start();
- caSuccessfulHit = audioSet.PlayerBowStab;
- caFailedHit = audioSet.PlayerBowStabMiss;
- }
-
- public override void Attack()
- {
- TaggedObject taggedObject = FindAttackTarget(_choosePreferredTargetIfPossible: true);
- Hp hp = null;
- if ((bool)taggedObject)
- {
- hp = taggedObject.Hp;
- cooldownTime = maximumCooldownTime * (minimumCooldownPercentage + hp.HpPercentage * (1f - minimumCooldownPercentage));
- cooldown = cooldownTime;
- }
- float num = 0f;
- if ((bool)hp)
- {
- num = hp.HpValue;
- }
- weapon.Attack(base.transform.position + spawnAttackHeight * Vector3.up, hp, transformForAttackDirection.forward, myTaggedObj, base.AttackDamageMultiplyer);
- if ((bool)hp)
- {
- if (num > hp.HpValue)
- {
- StabSuccessful();
- }
- else
- {
- StabMissed();
- }
- }
- else if (num > 0f)
- {
- StabSuccessful();
- }
- else
- {
- StabMissed();
- }
- }
-
- private void StabSuccessful()
- {
- audioManager.PlaySoundAsOneShot(caSuccessfulHit, 1f, Random.Range(0.9f, 1.1f), audioSet.mixGroupFX, 5);
- targetsStabbed++;
- }
-
- private void StabMissed()
- {
- audioManager.PlaySoundAsOneShot(caFailedHit, 1f, Random.Range(0.9f, 1.1f), audioSet.mixGroupFX, 5);
- }
-}