summaryrefslogtreecommitdiff
path: root/Thronefall_v1.0/Decompile/AutoAttack.cs
blob: 71d1aec9cfb63f3588dd11165f1b8c26d4eb7c4a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
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;
	}
}