void Salve()
{
if(lastTimeSalve > Time.realtimeSinceStartup - 5.0f)
{
//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.useVap(2))
return;
lastTimeSalve=Time.realtimeSinceStartup;
Debug.Log("Attack Salve de couteaux"); // Il faut une classe Enemi avec la vitalité pour faire ça durant 6 secondes
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/Salve"), transform.position, transform.rotation);
audio.PlayOneShot(SalveSound);
ennemysSalve.Clear();
foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy")){
if(Vector3.Distance(transform.position, enemy.transform.position) < 8.0f){
if(Vector3.Angle(transform.position, enemy.transform.position) < 60 ){ // Si dans un cone 120 °
Debug.Log("Ok");
if(enemy.GetComponent<EnnemyAI>()){
enemy.GetComponent<EnnemyAI>().UpdateVitality(-(int)((120 * PlayerCaract.GetForce())/100));
ennemysSalve.Add(enemy.GetComponent<EnnemyAI>());
}
}
}
}
Invoke("SalveHit", 1);
Invoke("SalveHit", 2);
Invoke("SalveHit", 3);
Invoke("SalveHit", 4);
Invoke("SalveHit", 5);
}