77 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rider : Ally
{
private Vector2 _movementVector = Vector2.zero;
[SerializeField]
private int _maxChargeHitCount;
[SerializeField]
private int _maxChargeDistance;
private int _opponentsHit;
private float _originalPosX;
private float _originalPosY;
private bool _isCharging;
public override void Start()
{
base.Start();
_originalPosX = transform.position.x;
_originalPosY = transform.position.y;
_isCharging = true;
}
public override void Update()
{
base.Update();
if (_isCharging)
{
_movementVector.x = Time.deltaTime * Speed;
transform.position += (Vector3)_movementVector;
if (true)
{
}
}
else
{
if (IsEnemyDetected)
{
AttackEnemy();
}
}
}
void AttackEnemyRiding()
{
//Attack Cooldown
if (AttackSpeedWait > AttackInterval)
{
Animation.PlayAttackAnim();
AttackSpeedWait = 0f;
}
AttackSpeedWait += Time.deltaTime;
}
void AttackEnemy()
{
//Attack Cooldown
if (AttackSpeedWait > AttackInterval)
{
Animation.PlayAttackAnim();
AttackSpeedWait = 0f;
}
AttackSpeedWait += Time.deltaTime;
}
}