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@ -32,7 +32,7 @@ namespace Chars
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private void DoAttack()
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private void DoAttack()
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||||||
{
|
{
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_unit.UnitView.AimCanvas.SetActive(false);
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_unit.UnitView.AimCanvas.SetActive(false);
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||||||
_unit.StartAttack(_attackDircetion);
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_unit.StartAttack();
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}
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}
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private void AimCanvas()
|
private void AimCanvas()
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@ -135,8 +135,14 @@ namespace Units
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|||||||
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private void Attacking()
|
private void Attacking()
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||||||
{
|
{
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|
if (_direction.Equals(Vector2.zero))
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{
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_direction = new Vector2(_unitView.transform.forward.x, _unitView.transform.forward.z);
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}
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var ball = Object.Instantiate(_weapon.objectToThrow,
|
var ball = Object.Instantiate(_weapon.objectToThrow,
|
||||||
_instance.transform.forward + _instance.transform.position + new Vector3(0, 2), _instance.transform.rotation);
|
_instance.transform.forward + _instance.transform.position + new Vector3(0, 2),
|
||||||
|
_instance.transform.rotation);
|
||||||
ball.GetComponent<WeaponView>().SetWeapon(_weapon);
|
ball.GetComponent<WeaponView>().SetWeapon(_weapon);
|
||||||
ball.transform.DOMove(
|
ball.transform.DOMove(
|
||||||
new Vector3(_direction.normalized.x,
|
new Vector3(_direction.normalized.x,
|
||||||
@ -178,22 +184,26 @@ namespace Units
|
|||||||
_unitView.OnHit -= Damage;
|
_unitView.OnHit -= Damage;
|
||||||
_isAlive = false;
|
_isAlive = false;
|
||||||
_animator.SetTrigger("Death");
|
_animator.SetTrigger("Death");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void StartAttack(Vector2 direction)
|
public void StartAttack()
|
||||||
{
|
{
|
||||||
if (!_isBusy && _unitView.Shoot())
|
if (!_isBusy && _unitView.Shoot())
|
||||||
{
|
{
|
||||||
_isBusy = true;
|
_isBusy = true;
|
||||||
|
if (!_direction.Equals(Vector2.zero))
|
||||||
|
_unitView.transform.DOLookAt(
|
||||||
|
new Vector3(_direction.x, 0, _direction.y) + _unitView.transform.position,
|
||||||
|
0.3f);
|
||||||
_animator.SetTrigger("Attack");
|
_animator.SetTrigger("Attack");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Aim(Vector2 direction)
|
public void Aim(Vector2 direction)
|
||||||
{
|
{
|
||||||
_unitView.transform.LookAt(new Vector3(direction.x, 0, direction.y) + _unitView.transform.position);
|
_unitView.AimCanvas.transform.LookAt(
|
||||||
|
new Vector3(direction.x, 0, direction.y) + _unitView.transform.position);
|
||||||
_direction = direction;
|
_direction = direction;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -15,6 +15,7 @@ public class UnitView : MonoBehaviour
|
|||||||
public Action<int> OnHit;
|
public Action<int> OnHit;
|
||||||
[SerializeField] private GameObject barCanvas;
|
[SerializeField] private GameObject barCanvas;
|
||||||
[SerializeField] private GameObject aimCanvas;
|
[SerializeField] private GameObject aimCanvas;
|
||||||
|
|
||||||
|
|
||||||
private Stack<ShotUIView> _shootUIStack;
|
private Stack<ShotUIView> _shootUIStack;
|
||||||
private Stack<ShotUIView> _toReloadStack;
|
private Stack<ShotUIView> _toReloadStack;
|
||||||
@ -104,7 +105,7 @@ public class UnitView : MonoBehaviour
|
|||||||
|
|
||||||
private IEnumerator Regen()
|
private IEnumerator Regen()
|
||||||
{
|
{
|
||||||
if (_mana >= 100)
|
if (_mana >= 100) //TODO если пользовать ману во время регенерации, то мана не тратится.
|
||||||
{
|
{
|
||||||
yield break;
|
yield break;
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user