using System.Collections; using System.Collections.Generic; using UnityEngine; public class Ally : Entity { public override float DamageMultiplier => GlobalConfig.Instance.Current.allyDamageMultiplier; public override float AttackSpeedMultiplier => GlobalConfig.Instance.Current.allyAttackSpeedMultiplier; public override float HpMultiplier => GlobalConfig.Instance.Current.allyLifeMultiplier; public override Vector2 RangeMultiplier => GlobalConfig.Instance.Current.allyRangeMultiplier; public override float SpeedMultiplier => GlobalConfig.Instance.Current.allySpeedMultiplier; public override void Start() { base.Start(); } public override void Update() { base.Update(); if(IsEnemyDetected) { AttackEnemy(); } } void AttackEnemy() { //Attack Cooldown if (AttackSpeedWait > AttackInterval) { Animation.PlayAttackAnim(); AttackSpeedWait = 0f; } AttackSpeedWait += Time.deltaTime; } }