using System.Collections;
|
|
using System.Collections.Generic;
|
|
using TMPro;
|
|
using UnityEngine;
|
|
|
|
|
|
public class ShootingCannon : ActiveBlock
|
|
{
|
|
public bool shootingRight;
|
|
public GameObject shootingObject;
|
|
public Transform spawnLocation;
|
|
public TextMeshPro counter;
|
|
public int countdowntimer;
|
|
int countdown;
|
|
|
|
public override int GetInitative()
|
|
{
|
|
//order
|
|
return 4;
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
countdown = countdowntimer;
|
|
}
|
|
private void Update()
|
|
{
|
|
counter.text = countdown.ToString();
|
|
}
|
|
|
|
public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers)
|
|
{
|
|
countdown--;
|
|
if (countdown == 0)
|
|
{
|
|
GameObject shot = Instantiate(shootingObject, spawnLocation.position, Quaternion.identity);
|
|
if (shootingRight == true){
|
|
shot.GetComponent<Rigidbody>().AddForce(shot.transform.forward * -500);
|
|
}else{
|
|
shot.GetComponent<Rigidbody>().AddForce(shot.transform.forward * 500);
|
|
}
|
|
countdown = countdowntimer;
|
|
}
|
|
isFinished = true;
|
|
yield break;
|
|
}
|
|
}
|