- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- [CreateAssetMenu(menuName = "Abilities/Attack")]
- public class Attack : Abilities
- {
- [SerializeField]
- private float damage;
- [SerializeField]
- private float attackRange;
- public override void Effects(PlayerController player)
- {
-
- RaycastHit info;
- Debug.Log("Attacked!");
- if (Physics.Raycast(player.transform.position, player.transform.forward, out info, attackRange))
- {
- Debug.Log("RayCastCollided!");
- float finalDamage = damage;
- if (player.manaScript.mana < 80)
- finalDamage = damage * ((player.manaScript.mana / 100) + 0.2f);
- if(info.collider.tag == "Enemy")
- info.collider.gameObject.GetComponent<Health>().LooseHp(finalDamage, player.transform.forward);
- }
- }
-
- }