Apply multiplier to damage strength based on attack cooldown
This commit is contained in:
@@ -106,8 +106,8 @@ MonoBehaviour:
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health: 100
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health: 100
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maxHealth: 100
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maxHealth: 100
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moveSpeed: 15
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moveSpeed: 15
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swingRange: 2
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swingRangeDeg: 3
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swingDistance: 10
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swingDistance: 2
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damageStrength: 10
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damageStrength: 10
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attackCooldownSeconds: 2
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attackCooldownSeconds: 2
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dashDistance: 20
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dashDistance: 20
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@@ -329,7 +329,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 6118034672792182209, guid: e05928a0d673caf999d31b31b994a112, type: 3}
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- target: {fileID: 6118034672792182209, guid: e05928a0d673caf999d31b31b994a112, type: 3}
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propertyPath: swingRangeDeg
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propertyPath: swingRangeDeg
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value: 21.98
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value: 10
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 6118034672792182209, guid: e05928a0d673caf999d31b31b994a112, type: 3}
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- target: {fileID: 6118034672792182209, guid: e05928a0d673caf999d31b31b994a112, type: 3}
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propertyPath: distanceIndicator
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propertyPath: distanceIndicator
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@@ -43,9 +43,6 @@ public class Teo : MonoBehaviour
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}
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}
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}
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}
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void Attack() {
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void Attack() {
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if (Time.fixedTime-lastAttackTime < attackCooldownSeconds) {
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return;
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}
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Instantiate(distanceIndicator, transform);
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Instantiate(distanceIndicator, transform);
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// Get all objects within swingDistance of player
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// Get all objects within swingDistance of player
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Collider2D[] hits = Physics2D.OverlapCircleAll(
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Collider2D[] hits = Physics2D.OverlapCircleAll(
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@@ -55,13 +52,13 @@ public class Teo : MonoBehaviour
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// Damage all ratbots in scanned area
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// Damage all ratbots in scanned area
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foreach (Collider2D hit in hits) {
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foreach (Collider2D hit in hits) {
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Ratbot ratbot = hit.GetComponent<Ratbot>();
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Ratbot ratbot = hit.GetComponent<Ratbot>();
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// If ratbot exists and is within swing range, damage it.
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// Calculate absolute difference between angles of ratbot and cursor
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if (ratbot == null) continue;
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if (ratbot == null) continue;
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// Find the closest point on the ratbot
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Vector2 hitClosest = Physics2D.ClosestPoint(
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Vector2 hitClosest = Physics2D.ClosestPoint(
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transform.position,
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transform.position, hit
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hit
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);
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);
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// If ratbot's closest point within swing range, damage it.
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// Calculate absolute difference between angles of ratbot and cursor
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if (Mathf.Abs(Mathf.Atan2(
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if (Mathf.Abs(Mathf.Atan2(
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hitClosest.y - transform.position.y,
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hitClosest.y - transform.position.y,
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hitClosest.x - transform.position.x
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hitClosest.x - transform.position.x
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@@ -70,22 +67,29 @@ public class Teo : MonoBehaviour
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Input.mousePosition.x - Screen.width/2
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Input.mousePosition.x - Screen.width/2
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)) > swingRangeDeg * Mathf.Deg2Rad
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)) > swingRangeDeg * Mathf.Deg2Rad
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) continue;
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) continue;
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ratbot.Damage(damageStrength);
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// Apply a multiplier to damageStrength based on attack cooldown.
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// If multiplier > 1, just do damageStrength
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// Fuck readability, it's a one liner now
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Debug.Log(Mathf.Min(damageStrength * (Time.fixedTime - lastAttackTime)/attackCooldownSeconds, damageStrength));
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ratbot.Damage(Mathf.Min(damageStrength * (Time.fixedTime - lastAttackTime)/attackCooldownSeconds, damageStrength));
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}
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}
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}
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}
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IEnumerator Dash() {
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IEnumerator Dash() {
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BoxCollider2D collider = GetComponent<BoxCollider2D>();
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BoxCollider2D collider = GetComponent<BoxCollider2D>();
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// Disable collision and linearDamping while dashing
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lastDashTime = Time.fixedTime;
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lastDashTime = Time.fixedTime;
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dashing = true;
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dashing = true;
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collider.enabled = false;
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collider.enabled = false;
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controller.linearDamping = 0;
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controller.linearDamping = 0;
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controller.linearVelocity = Vector2.zero;
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controller.linearVelocity = Vector2.zero;
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// Apply a force to player towards mouse cursor
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controller.AddRelativeForce (new Vector2(
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controller.AddRelativeForce (new Vector2(
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Input.mousePosition.x - Screen.width/2,
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Input.mousePosition.x - Screen.width/2,
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Input.mousePosition.y - Screen.height/2
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Input.mousePosition.y - Screen.height/2
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).normalized * dashDistance);
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).normalized * dashDistance);
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// Wait 0.2 seconds before ending the dash
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// Wait 0.2 seconds before ending the dash
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yield return new WaitForSeconds(0.2F);
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yield return new WaitForSeconds(0.2F);
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// Re enable collision and linearDamping after dash complete
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dashing = false;
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dashing = false;
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collider.enabled = true;
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collider.enabled = true;
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controller.linearDamping = 15;
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controller.linearDamping = 15;
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