diff --git a/Assets/Player/Scripts/PlayerWeapons.cs b/Assets/Player/Scripts/PlayerWeapons.cs index 8bfc53a..62ca0c8 100644 --- a/Assets/Player/Scripts/PlayerWeapons.cs +++ b/Assets/Player/Scripts/PlayerWeapons.cs @@ -11,17 +11,21 @@ public class PlayerWeapons : MonoBehaviour [SerializeField] private GameObject arrow; private PlayerMovements _pm; + private PlayerManager _manager; private void Start() { _pm = GetComponent(); + _manager = GetComponent(); + InvokeRepeating(nameof(ShootBeam), 5f, 5f); InvokeRepeating(nameof(ShootArrow), 2f, 2f); } private void ShootBeam() { - Instantiate(laser, transform.position, _pm.lookOnRight ? Quaternion.identity : Quaternion.Euler(0, 0, 180), transform); + GameObject defaultBeam = Instantiate(laser, transform.position, _pm.lookOnRight ? Quaternion.identity : Quaternion.Euler(0, 0, 180), transform); + defaultBeam.GetComponent().Damages = _manager.BeamDamages; if (laserOnX) { @@ -64,25 +68,7 @@ public class PlayerWeapons : MonoBehaviour { GameObject spawnedArrow = Instantiate(arrow, transform.position, Quaternion.identity); spawnedArrow.GetComponent().target = target; + spawnedArrow.GetComponent().Damages = _manager.ArrowDamages; } } - - GameObject GetClosestEnemy(GameObject[] enemies) - { - GameObject bestTarget = null; - float closestDistanceSqr = Mathf.Infinity; - Vector3 currentPosition = transform.position; - foreach (GameObject potentialTarget in enemies) - { - Vector3 directionToTarget = potentialTarget.transform.position - currentPosition; - float dSqrToTarget = directionToTarget.sqrMagnitude; - if (dSqrToTarget < closestDistanceSqr) - { - closestDistanceSqr = dSqrToTarget; - bestTarget = potentialTarget; - } - } - - return bestTarget; - } } diff --git a/Assets/Weapons/Halo/Sword.cs b/Assets/Weapons/Halo/Sword.cs index 34dc284..232bb13 100644 --- a/Assets/Weapons/Halo/Sword.cs +++ b/Assets/Weapons/Halo/Sword.cs @@ -5,8 +5,16 @@ public class Sword : MonoBehaviour { public int Damages = 25; + private PlayerManager _manager; + + private void Start() + { + _manager = GameObject.FindGameObjectWithTag("Player").GetComponent(); + } + private void Update() { + Damages = _manager.SwordsDamages; RotateSword(); }