wand power value affects spells

This commit is contained in:
joonasp
2022-04-25 12:55:41 +03:00
parent 06045c07fb
commit 270acfd18d
12 changed files with 754 additions and 746 deletions

View File

@@ -13,6 +13,8 @@ public class ActionGestureInteraction : MonoBehaviour
public float projectileSpeed = 30;
private bool holdingWand;
private float wandPower;
private string wandElement;
public AudioSource noEssenceAudio;
@@ -28,6 +30,7 @@ public class ActionGestureInteraction : MonoBehaviour
if (player.GetComponent<PlayerInfo>().GetRightHand() != null)
{
if (player.GetComponent<PlayerInfo>().GetRightHand().name.StartsWith("wand")) holdingWand = true;
wandPower = player.GetComponent<PlayerInfo>().GetRightHand().GetComponent<WandData>().power;
}
else holdingWand = false;
@@ -55,6 +58,7 @@ public class ActionGestureInteraction : MonoBehaviour
Vector3 spawnPoint = transform.position + playerCamera.transform.forward;
spawnPoint = new Vector3(spawnPoint.x, spawnPoint.y + 1, spawnPoint.z);
GameObject shield = Instantiate(objects[1], spawnPoint, Quaternion.Euler(-90, playerCamera.transform.eulerAngles.y - 180, 180));
shield.GetComponent<ShieldController>().health = 3 * wandPower;
}
else
{
@@ -182,6 +186,7 @@ public class ActionGestureInteraction : MonoBehaviour
{
Debug.LogWarning("INSTANTIATE BOLT");
var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject;
projectileObj.GetComponent<Projectile>().damage = 1 * wandPower;
projectileObj.GetComponent<Rigidbody>().velocity = (playerCamera.transform.forward).normalized * projectileSpeed;
}
}

View File

@@ -7,6 +7,8 @@ public class Projectile : MonoBehaviour
private bool collided;
Vector3 oldEulerAngles;
public float damage;
private void Start()
{
// Will always be destroyed after 10 seconds.
@@ -29,7 +31,7 @@ public class Projectile : MonoBehaviour
if (collision.gameObject.tag != "IceBolt" && collision.gameObject.tag != "Player" && !collided)
{
collided = true;
if (collision.gameObject.name == "Dummy") Destroy(collision.gameObject); //REPLACE WITH ENEMY TAG CHECK
if (collision.gameObject.name == "Dummy") Destroy(collision.gameObject); //REPLACE WITH ENEMY TAG CHECK AND DAMAGE CHECKING
Destroy(gameObject);
}