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using System.Collections.Generic;
using UnityEngine;
public class Mill_ImprovementWindSpirits : MonoBehaviour, DayNightCycle.IDaytimeSensitive
{
[SerializeField]
private BuildSlot buildSlot;
[SerializeField]
private float blockIntervalLvl1 = 1f;
[SerializeField]
private float blockIntervalLvl2 = 0.5f;
[SerializeField]
private float blockIntervalLvl3 = 0.25f;
public Mesh lvl2Mesh;
public Mesh lvl3Mesh;
private float blockInterval = 1f;
[SerializeField]
private float range = 30f;
[SerializeField]
private GameObject fxBlockArrow;
private float cooldown;
private TagManager tagManager;
private List<TagManager.ETag> mustHaveTags = new List<TagManager.ETag>();
private List<TagManager.ETag> mayNotHaveTags = new List<TagManager.ETag>();
private void Start()
{
tagManager = TagManager.instance;
cooldown = Random.value * blockInterval;
mustHaveTags.Add(TagManager.ETag.BlockableEnemyProjectile);
DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this);
}
private void Update()
{
cooldown -= Time.deltaTime;
while (cooldown <= 0f)
{
BlockAnArrow();
cooldown += blockInterval;
}
}
private void BlockAnArrow()
{
TaggedObject taggedObject = tagManager.FindClosestTaggedObjectWithTags(base.transform.position, mustHaveTags, mayNotHaveTags);
if (!(taggedObject == null) && (taggedObject.transform.position - base.transform.position).magnitude < range)
{
if ((bool)fxBlockArrow)
{
Object.Instantiate(fxBlockArrow, taggedObject.transform.position, Quaternion.identity);
}
Object.Destroy(taggedObject.gameObject);
}
}
private void OnEnable()
{
buildSlot.upgrades[1].upgradeBranches[0].replacementMesh = lvl2Mesh;
buildSlot.upgrades[2].upgradeBranches[0].replacementMesh = lvl3Mesh;
SetCorrectWeapon();
}
public void OnDusk()
{
SetCorrectWeapon();
}
public void OnDawn_AfterSunrise()
{
}
public void OnDawn_BeforeSunrise()
{
}
private void SetCorrectWeapon()
{
if (buildSlot.Level == 1)
{
blockInterval = blockIntervalLvl1;
}
else if (buildSlot.Level == 2)
{
blockInterval = blockIntervalLvl2;
}
else if (buildSlot.Level == 3)
{
blockInterval = blockIntervalLvl3;
}
}
}
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