74 lines
1.7 KiB
C#
74 lines
1.7 KiB
C#
![]() |
// ***********************************************************************
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// Assembly : Game
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// Author : Kimch
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// Created : 2020-09-02
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// Description :
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// Last Modified By :
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// Last Modified On :
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// ***********************************************************************
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// <copyright file= "EntityTower" company="Kimch"></copyright>
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// <summary></summary>
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// ***********************************************************************
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using UnityEngine;
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namespace G
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{
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public class EntityTower : Entity
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{
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public Transform arrow;
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private Transform mytransform;
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private Transform c_arrow;
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private Collider mycollider;
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private Vector3 arrowdir;
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private float reload_delay;
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private short cur_stage_index;
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private void Awake()
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{
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mytransform = base.transform;
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mycollider = base.GetComponent<Collider>();
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}
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private void Start()
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{
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cur_stage_index = 1;
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c_arrow = Object.Instantiate(arrow, mytransform.position, Quaternion.identity);
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c_arrow.GetComponent<EnemyDamage>().PressDamage(cur_stage_index + 1);
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.layer == GameLayer.AllyLayer)
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{
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mycollider.enabled = false;
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arrowdir = other.transform.position - mytransform.position;
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c_arrow.position = mytransform.position;
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c_arrow.rotation = Quaternion.LookRotation(arrowdir);
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c_arrow.gameObject.SetActive(true);
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arrowdir[1] = 0f;
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mytransform.rotation = Quaternion.LookRotation(arrowdir);
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reload_delay = 2f;
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}
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}
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private void Update()
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{
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if (reload_delay > 0f)
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{
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reload_delay -= Time.deltaTime;
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if (reload_delay < 0f)
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{
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reload_delay = 0f;
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mycollider.enabled = true;
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}
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}
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}
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}
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}
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