Beispiel #1
0
    void spawnProj(string name, int speed, int damage)
    {
        if (WNumber >= 9)
        {
            GameObject sound = GameObject.Instantiate((GameObject)Resources.Load("SamsonAutoFXW"));
            GameObject piano = GameObject.Instantiate((GameObject)Resources.Load("SamWAuto9"));
        }
        else
        {
            GameObject piano = GameObject.Instantiate((GameObject)Resources.Load("SamWAuto" + WNumber));
        }
        GameObject    projectile = GameObject.Instantiate((GameObject)Resources.Load(name));
        AA_Projectile proj       = projectile.GetComponent <AA_Projectile>();

        if (hexagonAttack)
        {
            proj.damage   = damage + 100;
            hexagonAttack = false;
        }
        else
        {
            proj.damage = damage;
        }
        proj.speed       = speed;
        proj.creepTarget = creepSelected.gameObject;
        proj.player      = this;
        projectile.transform.position = fingerSpawn.transform.position;
        autoOn += 1;
    }
Beispiel #2
0
 public override void hitCreepWithAuto()
 {
     if (!isMoving)
     {
         autoOn++;
         if (isW)
         {
             isW = false;
             creepSelected.takeMagicDamage(WDamage + (int)(AbilityPower + 0.5));
             creepSelected.takeDamage(AttackDamage);
             GameObject explode = Instantiate(WExplosion);
             explode.transform.position = creepSelected.transform.position;
             NateHitbox slow = explode.GetComponent <NateHitbox>();
             slow.damage      = (int)((WDamage + (AbilityPower * 0.5)) / 2);
             slow.slowPotency = 70;
             slow.slowTime    = 3;
             slow.player      = this;
         }
         else
         {
             GameObject    shot       = Instantiate(aaProj);
             AA_Projectile projectile = shot.GetComponent <AA_Projectile>();
             projectile.damage       = AttackDamage;
             shot.transform.position = iceSpawn.transform.position;
             projectile.creepTarget  = creepSelected.gameObject;
             projectile.player       = this;
         }
     }
 }
Beispiel #3
0
    public void shootGun()
    {
        if (!isMoving)
        {
            canAttackAfterAuto = false;
            if (itemsHad[5])
            {
                if (numGorilla <= 10)
                {
                    StartCoroutine(gorilla());
                }
            }
            numWON -= 1;
            KentUI[numWON].SetActive(false);
            GameObject bullet = GameObject.Instantiate((GameObject)Resources.Load("KentBullet"));
            GameObject sound  = GameObject.Instantiate((GameObject)Resources.Load("KentNerfSound"));

            AA_Projectile aa = bullet.GetComponent <AA_Projectile>();
            aa.speed                  = 20;
            aa.damage                 = (int)(AttackDamage * 0.9);
            aa.KentSlow               = true;
            aa.player                 = this;
            aa.creepTarget            = creepSelected.gameObject;
            bullet.transform.position = projSpawn.transform.position;
        }
    }