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-rw-r--r--Thronefall_v1.0/Decompile/AutoAttack.cs102
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diff --git a/Thronefall_v1.0/Decompile/AutoAttack.cs b/Thronefall_v1.0/Decompile/AutoAttack.cs
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+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+
+public class AutoAttack : MonoBehaviour
+{
+ public float cooldownDuration = 1f;
+
+ public float cooldownAfterSpawn = -1f;
+
+ [Range(0f, 1f)]
+ public float cooldownRandomization;
+
+ [Tooltip("How often this script checks if an attack is possible once the cooldown is down")]
+ public float recheckTargetInterval = 0.5f;
+
+ public List<TargetPriority> targetPriorities = new List<TargetPriority>();
+
+ public Weapon weapon;
+
+ public float spawnAttackHeight = 0.5f;
+
+ private TaggedObject taggedObject;
+
+ private float cooldown = -1f;
+
+ private bool onCooldown;
+
+ [Tooltip("While the getDisabledBy auto attack script is on cooldown, this auto attack script here can't attack.")]
+ public AutoAttack getsDisaledBy;
+
+ private float damageMultiplyer = 1f;
+
+ [HideInInspector]
+ public UnityEvent onAttackTriggered = new UnityEvent();
+
+ private Vector3 lastTargetPosition;
+
+ public float DamageMultiplyer
+ {
+ get
+ {
+ return damageMultiplyer;
+ }
+ set
+ {
+ damageMultiplyer = value;
+ }
+ }
+
+ public Vector3 LastTargetPosition => lastTargetPosition;
+
+ public void ReduceCooldownBy(float _reduceBy)
+ {
+ cooldown -= _reduceBy;
+ }
+
+ private void Start()
+ {
+ cooldown = cooldownAfterSpawn;
+ taggedObject = GetComponent<TaggedObject>();
+ }
+
+ private void Update()
+ {
+ bool flag = true;
+ if (getsDisaledBy != null && getsDisaledBy.onCooldown)
+ {
+ flag = false;
+ cooldown += Time.deltaTime;
+ }
+ cooldown -= Time.deltaTime;
+ if (cooldown <= 0f && flag)
+ {
+ TaggedObject taggedObject = FindAutoAttackTarget();
+ if (taggedObject == null)
+ {
+ cooldown += recheckTargetInterval;
+ onCooldown = false;
+ return;
+ }
+ cooldown += cooldownDuration * (1f + (1f - 2f * Random.value) * cooldownRandomization);
+ weapon.Attack(base.transform.position + spawnAttackHeight * Vector3.up, taggedObject.Hp, Vector3.zero, this.taggedObject, damageMultiplyer);
+ lastTargetPosition = taggedObject.transform.position;
+ onAttackTriggered.Invoke();
+ onCooldown = true;
+ }
+ }
+
+ public virtual TaggedObject FindAutoAttackTarget()
+ {
+ for (int i = 0; i < targetPriorities.Count; i++)
+ {
+ TaggedObject taggedObject = targetPriorities[i].FindClosestTaggedObject(base.transform.position);
+ if (taggedObject != null)
+ {
+ return taggedObject;
+ }
+ }
+ return null;
+ }
+}