protected override void Start() { m_DefaultSpriteFlipX = ParentSkill.SkillSpriteRenderer.flipX; m_SkillDirection = (BattleGlobals.IsHeroTeamTag(ParentSkill.SkillOwner.tag)) ? Vector2.left : Vector2.right; base.Start(); }
/* * Check if this skill is configured to hit this BattleNPC * @param: b - BattleNPC beam says it hit * @returns: bool - true if configured to hit b, false if not configured to hit b */ private bool _checkValidDamage(BattleNPC hitNPC) { bool heroTeam = BattleGlobals.IsHeroTeamTag(hitNPC.tag); return(otherTeamValidTargets || (Target == TargetType.AnyTarget) || ((Target == TargetType.AlliedTargets) && heroTeam) || ((Target == TargetType.EnemyTargets) && !heroTeam)); }
// Use this for initialization void Awake() { m_Rigid2d = GameGlobals.AttachCheckComponent <Rigidbody2D>(this.gameObject); m_ParentSkillByte = GameGlobals.AttachCheckComponentParent <ProjectileAttackByte>(this.gameObject); m_SpriteRenderer = GameGlobals.AttachCheckComponent <SpriteRenderer>(this.gameObject); this.tag = (BattleGlobals.IsHeroTeamTag(m_ParentSkillByte.ParentSkill.SkillOwner.tag)) ? BattleGlobals.TAG_FOR_HERO_PROJ : BattleGlobals.TAG_FOR_ENEMY_PROJ; this.name = GameGlobals.TrimCloneFromName(this.name) + "(" + m_ParentSkillByte.ParentSkill.SkillOwner + ")"; // If the object is homing, this does not matter m_ProjDirection = (this.gameObject.CompareTag(BattleGlobals.TAG_FOR_HERO_PROJ)) ? Vector2.left : Vector2.right; m_mainTarget = null; }