2021-08-17 18:50:32 +03:00

33 lines
1.3 KiB
C#

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<ProjectileController>();
currentProjectile.SetinitialParams(projOwner, direction, TileManagment.tileOffset);
Instantiate(standartAttackGroundImpact, startPosition, standartAttackGroundImpact.transform.rotation);
}
}