diff options
Diffstat (limited to 'Thronefall_v1.0/Decompile/BarricadeDamage.cs')
-rw-r--r-- | Thronefall_v1.0/Decompile/BarricadeDamage.cs | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/BarricadeDamage.cs b/Thronefall_v1.0/Decompile/BarricadeDamage.cs new file mode 100644 index 0000000..09842f3 --- /dev/null +++ b/Thronefall_v1.0/Decompile/BarricadeDamage.cs @@ -0,0 +1,63 @@ +using System.Collections.Generic; +using UnityEngine; + +public class BarricadeDamage : MonoBehaviour +{ + public float preSelectRadius = 4f; + + public float slowTime = 3f; + + public List<DamageModifyer> damage; + + public LayerMask lmTakeDamage; + + private Collider[] overlapColliders = new Collider[50]; + + private float timeSinceLastCollisionCheck; + + private BoxCollider myCollider; + + private void Start() + { + myCollider = GetComponent<BoxCollider>(); + timeSinceLastCollisionCheck = Random.value; + } + + private void Update() + { + timeSinceLastCollisionCheck += Time.deltaTime; + if (timeSinceLastCollisionCheck < 0.2f) + { + return; + } + timeSinceLastCollisionCheck = 0f; + foreach (TaggedObject enemyUnit in TagManager.instance.EnemyUnits) + { + if (!(Vector3.Distance(base.transform.position, enemyUnit.transform.position) <= preSelectRadius) || enemyUnit.Hp.PathfindMovement.IsSlowed) + { + continue; + } + overlapColliders = Physics.OverlapBox(base.transform.position, myCollider.size, base.transform.rotation, lmTakeDamage); + Collider[] array = overlapColliders; + for (int i = 0; i < array.Length; i++) + { + TaggedObject componentInParent = array[i].GetComponentInParent<TaggedObject>(); + if (!componentInParent || !componentInParent.Tags.Contains(TagManager.ETag.EnemyOwned)) + { + continue; + } + Hp hp = componentInParent.Hp; + if ((bool)hp) + { + PathfindMovement pathfindMovement = hp.PathfindMovement; + if ((bool)pathfindMovement && !pathfindMovement.IsSlowed) + { + pathfindMovement.Slow(slowTime); + hp.TakeDamage(DamageModifyer.CalculateDamageOnTarget(componentInParent, damage)); + } + } + } + break; + } + } +} |