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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);
}
}
}
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