using UnityEngine;
using System.Collections;
public class WaterSpoutMove : MonoBehaviour {
public float moveSpeed;
public Transform StartPoint;
public Transform CenterPoint;
private Vector3 EndPoint;
private int num;
//public Transform attackTarget;
private PlayerData pData;
private float Far_Hurt;
private float P_Deceleration;
private float Original_Speed;
void Start ()
{
pData=(PlayerData)CenterPoint.GetComponent("PlayerData");
Original_Speed = pData.Spd;
transform.LookAt(EndPoint);
if(ConstantData.DIFFICITY_LEVEL==ConstantData.NORMAL)
{
Far_Hurt = pData.p_hpz*0.05f;
P_Deceleration = pData.Spd*0.03f;
}
if(ConstantData.DIFFICITY_LEVEL == ConstantData.HARD)
{
Far_Hurt = pData.p_hpz*0.08f;
P_Deceleration = pData.Spd*0.05f;
}
EndPoint=new Vector3(CenterPoint.position.x*2-StartPoint.position.x,CenterPoint.position.y+1.2f,CenterPoint.position.z*2-StartPoint.position.z);
}
void Update ()
{
transform.position+=transform.forward*moveSpeed;
}
void OnTriggerEnter(Collider others)
{
if(others.gameObject.CompareTag("Player"))
{
pData.AddBuff(1,3f,Far_Hurt);
//Debug.Log("aaaaaaaaaaaaaaaa");
}
}
}