protected override void Shoot() { Vector3 dir = Gamef.GenerateRandomDirection(Caster.transform.forward, Caster.RuntimeAccuracy); tmp = Gamef.Instantiate(fireballPrefab, SpawnTransform.position, Quaternion.LookRotation(dir)); tmp.GetComponent <Missile>().Init(Caster, AimController.Instance.TargetForStrafeSkill, this); }
protected override Missile Shoot() { Vector3 dir = Gamef.GenerateRandomDirection(Caster.SpawnTransform.forward, Caster.RuntimeAccuracy, random); tmp = Gamef.Instantiate(missilePrefab, SpawnTransform.position, Quaternion.LookRotation(dir)); Missile missile = tmp.GetComponent <Missile>(); missile.Init(Caster, Target, this); Caster.RuntimeAccuracy -= Data.AccuracyHeatupSpeed; return(missile); }
protected override Missile Shoot() { Vector3 dir = Gamef.GenerateRandomDirection(Caster.SpawnTransform.forward, Caster.RuntimeAccuracy, random); tmp = Gamef.Instantiate(missilePrefab, SpawnTransform.position, Quaternion.LookRotation(dir)); Missile missile = tmp.GetComponent <Missile>(); missile.Init(Caster, Target, this, new MissileHitBasicHandler(), new FireBallEffectHandler()); //Debug.Log("Strafe Accuracy : " + Caster.RuntimeAccuracy); Caster.RuntimeAccuracy -= Data.AccuracyHeatupSpeed; return(missile); }
protected override Missile Shoot() { Debug.Log(string.Format("ID {0} test burst start at {1}", Caster.attributes.ID, Gamef.SystemTimeInMillisecond)); Vector3 dir = Gamef.GenerateRandomDirection(Caster.SpawnTransform.forward, Caster.RuntimeAccuracy, random); tmp = Gamef.Instantiate(missilePrefab, SpawnTransform.position, Quaternion.LookRotation(dir)); Missile missile = tmp.GetComponent <Missile>(); missile.Init(Caster, Target, this, new MissileHitBasicHandler(), new FireBallEffectHandler()); //Debug.Log("Strafe Accuracy : " + Caster.RuntimeAccuracy); Caster.RuntimeAccuracy -= Data.AccuracyHeatupSpeed; return(missile); }
protected override Missile Shoot() { Vector3 dir = Gamef.GenerateRandomDirection(Caster.SpawnTransform.forward, Caster.RuntimeAccuracy, random); tmp = Gamef.Instantiate(missilePrefab, SpawnTransform.position, Quaternion.LookRotation(dir)); //if (GameCtrl.IsVR) // Gamef.ControllerVibration(0f, 0.1f, 160, 0.5f, Valve.VR.SteamVR_Input_Sources.RightHand); Missile missile = tmp.GetComponent <Missile>(); missile.Init(Caster, Target, this); //Debug.Log("Strafe Accuracy : " + Caster.RuntimeAccuracy); Caster.RuntimeAccuracy -= Data.AccuracyHeatupSpeed; return(missile); }