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); } } }