void Hachoir()
{
if(lastTimeHachoir > Time.realtimeSinceStartup - 10.0f)
{
//Ajouter Ce sort n'est pas encore disponible
SfText = Instantiate(Resources.Load("Prefab/SfUse"),new Vector3(0.4f,0.20f,0f), Quaternion.identity) as GameObject;
SfText.guiText.color = Color.red;
SfText.guiText.text = "Ce sort n'est pas encore disponible";
return;
}
if(!barreAction.useSf(2))
return;
lastTimeHachoir=Time.realtimeSinceStartup;
Plane playerPlane = new Plane(Vector3.up, transform.position);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
float hitdist = 0.0f;
Vector3 destinationPosition;
if (playerPlane.Raycast(ray, out hitdist)) {
Vector3 targetPoint = ray.GetPoint(hitdist);
destinationPosition = ray.GetPoint(hitdist);
Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
transform.rotation = targetRotation;
}
Instantiate(Resources.Load<GameObject>("Prefab/Hachoir"), transform.position, transform.rotation);
audio.PlayOneShot(SalveSound);
foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy")){
if(Vector3.Distance(transform.position, enemy.transform.position) < 12.0f) // Si dans un rayon de 180°
if(Vector3.Angle(transform.position, enemy.transform.position) < 90 ){
if(enemy.GetComponent<EnnemyAI>())
enemy.GetComponent<EnnemyAI>().UpdateVitality(-((110 * (int)PlayerCaract.GetForce())/100));
}
}
}