private void _startOneProjectileWave()
 {
     foreach (Target tempTarget in NPCTargets)
     {
         Projectile tempProjectile = GameGlobals.InstantiateReturnComponent <Projectile>(
             MyProjectile,
             ParentSkill.SkillOwner.transform.position + PROJ_SPAWN_OFFSET,
             this.transform);
         tempProjectile.SetTargetAndDamage(tempTarget.Focus, tempTarget.Multiplier);
         InFlightCount++;
     }
 }
Beispiel #2
0
 private void _spawnOneMeteorWave()
 {
     foreach (Target tempTarget in NPCTargets)
     {
         Vector3 meteorPosition = new Vector3(tempTarget.Focus.transform.position.x,
                                              METEOR_SPAWN_OFFSET.y, 0);
         Projectile tempProjectile = GameGlobals.InstantiateReturnComponent <Projectile>(
             MyProjectile, meteorPosition, this.transform);
         tempProjectile.SetTargetAndDamage(tempTarget.Focus, tempTarget.Multiplier);
         InFlightCount++;
     }
 }