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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;
}
}
}
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