using Shapes; using UnityEngine; public class SpawnAttackAfter : MonoBehaviour { [SerializeField] private Weapon spwanAttackOnDeath; [SerializeField] private float delay; [SerializeField] private Disc disc; public ThronefallAudioManager.AudioOneShot sound; [SerializeField] private bool isPlayerAttack; public float damageMultiplyer = 1f; private float startRadius; private float startDelay; public Weapon SpwanAttackOnDeath { get { return spwanAttackOnDeath; } set { spwanAttackOnDeath = value; } } private TaggedObject taggedObject { get; set; } private void Start() { startRadius = disc.Radius; startDelay = delay; ThronefallAudioManager.WorldSpaceOneShot(sound, base.transform.position); if (isPlayerAttack) { damageMultiplyer *= PlayerUpgradeManager.instance.PlayerDamageMultiplyer; } } private void Update() { delay -= Time.deltaTime; if (delay <= 0f) { if ((bool)spwanAttackOnDeath) { spwanAttackOnDeath.Attack(base.transform.position, null, Vector3.zero, taggedObject, damageMultiplyer); } Object.Destroy(base.gameObject); } else { disc.Radius = Mathf.Lerp(startRadius, 0f, delay / startDelay); } } }