void Pourfendeur()
{
if(lastTimePourfendeur > 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(1))
return;
lastTimePourfendeur=Time.realtimeSinceStartup;
Instantiate(Resources.Load<GameObject>("Prefab/explosion"), transform.position, transform.rotation);
foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy")){
if(Vector3.Distance(transform.position, enemy.transform.position) < 8.0f){
Instantiate(Resources.Load<GameObject>("Prefab/explosion"), enemy.transform.position, enemy.transform.rotation);
if(enemy.GetComponent<EnnemyAI>())
enemy.GetComponent<EnnemyAI>().UpdateVitality(-((120 * (int)PlayerCaract.GetForce())/100));
}
}
//Instantiate(respawnPrefab, respawn.transform.position, respawn.transform.rotation) as GameObject;
}