2021-09-13 14:07:20 +03:00

46 lines
1.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Attack", menuName = "Actions/New Attack")]
public class Attack : PlayerAction
{
public GameObject standartAttackPref;
public GameObject standartAttackGroundImpact;
public AudioClip throw_SFX;
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 StartActionOperations(TileInfo targetTile, PlayerState currentPlayer)
{
base.StartActionOperations(targetTile, currentPlayer);
//currentPlayer.GetComponent<AudioController>().PlaySound(throw_SFX);
}
public override void Impact(TileInfo targetTile, PlayerState currentPlayer)
{
base.Impact(targetTile, currentPlayer);
Vector3 direction = targetTile.tilePosition - currentPlayer.currentTile.tilePosition;
InitAttack(currentPlayer.currentTile.tilePosition, direction, currentPlayer.ownerIndex);
//currentPlayer.GetComponent<AudioController>().PlaySound(throw_SFX);
}
private void InitAttack(Vector3 startPosition, Vector3 direction, TileOwner projOwner)
{
var currentProjectile = Instantiate(standartAttackPref, startPosition, standartAttackPref.transform.rotation).GetComponent<ProjectileController>();
currentProjectile.SetinitialParams(projOwner, direction, TileManagment.tileOffset);
Instantiate(standartAttackGroundImpact, startPosition, standartAttackGroundImpact.transform.rotation);
}
}