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MainPlayerAttack.cs
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95 lines (74 loc) · 2.25 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainPlayerAttack : MonoBehaviour
{
Animator anim;
public Transform attackPoint;
public LayerMask enemyLayers;
public float AttackRange = 0.5f;
public int AttackDamage = 30;
bool InAir;
public float AttackingRate = 5;
public float nextAttacking = 0f;
public MainPlayerMovement die;
[SerializeField] private AudioSource sword;
void Start()
{
anim = GetComponent<Animator>();
die = GetComponent<MainPlayerMovement>();
}
void Update() {
if (Time.time >= nextAttacking && GetComponent<MainPlayerMovement>().currentHealth >= 0)
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
if (InAir == false)
{
Attack();
anim.SetTrigger("Attack1");
nextAttacking = Time.time + 1f / AttackingRate;
sword.Play();
}
else if (InAir == true)
{
Attack();
anim.SetTrigger("InAirAttack");
nextAttacking = Time.time + 1f / AttackDamage;
sword.Play();
}
}
}
}
void Attack()
{
Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, AttackRange, enemyLayers);
foreach (Collider2D enemies in hitEnemies)
{
enemies.GetComponent<EnemyTakingDamage>().TakingDamage(AttackDamage);
}
}
private void OnDrawGizmosSelected()
{
if (attackPoint == null)
{
return;
}
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(attackPoint.position, AttackRange);
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Ground")
{
InAir = false;
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.gameObject.tag == "Ground")
{
InAir = true;
}
}
}