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