using System.Collections; using System.Collections.Generic; using UnityEngine; public class Attack : PlayerAction { public GameObject standartAttackPref; public GameObject standartAttackGroundImpact; public override bool IsActionAllowed(TileInfo targetTile, PlayerState playerState) { if (!targetTile) return false; bool permission = base.IsActionAllowed(targetTile, playerState); permission = permission && targetTile.canBeAttacked; return permission; } public override void Impact(TileInfo targetTile, TileInfo currentTile, TileOwner owner) { base.Impact(targetTile, currentTile, owner); Vector3 direction = targetTile.tilePosition - currentTile.tilePosition; InitAttack(currentTile.tilePosition, direction, owner); } private void InitAttack(Vector3 startPosition, Vector3 direction, TileOwner projOwner) { var currentProjectile = Instantiate(standartAttackPref, startPosition, standartAttackPref.transform.rotation).GetComponent(); currentProjectile.SetinitialParams(projOwner, direction, TileManagment.tileOffset); Instantiate(standartAttackGroundImpact, startPosition, standartAttackGroundImpact.transform.rotation); } }