Files
Genesis_Unity/Assets/02_Scripts/Skill/Effects/DamageEffect.cs

44 lines
1.5 KiB
C#

using UnityEngine;
public class DamageEffect : MonoBehaviour, ISkillEffect
{
public void Execute(SkillInstance skill, Transform caster, float chargeRatio)
{
Vector3 center = caster.position + caster.forward * skill.CurrentLevelData.Range * 0.5f;
ApplyDamage(skill, caster, center, chargeRatio);
}
public void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos, float chargeRatio)
{
ApplyDamage(skill, caster, targetPos, chargeRatio);
}
private void ApplyDamage(SkillInstance skill, Transform caster, Vector3 center, float chargeRatio)
{
SkillLevelData levelData = skill.CurrentLevelData;
int damage = Mathf.RoundToInt(levelData.Damage * chargeRatio);
Collider[] hits = Physics.OverlapSphere(center, levelData.Range);
foreach (Collider hit in hits)
{
if (hit.transform == caster) continue;
IDamageable target = hit.GetComponent<IDamageable>();
if (target != null)
{
target.TakeDamage(damage, caster);
if (skill.Data.AppliedDebuffs != null)
{
StatusEffectReceiver receiver = hit.GetComponent<StatusEffectReceiver>();
if (receiver != null)
{
foreach (var debuff in skill.Data.AppliedDebuffs)
receiver.ApplyDebuff(debuff);
}
}
}
}
}
}