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; }
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; } } }
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; } }