Beispiel #1
0
        //public IEnumerator ProjectileMultihit(Transform target,float dmg,bool headshot, UnityAction dmgScript, int invcationCount )
        //{
        //	for (int i = 0; i < invcationCount; i++)
        //	{
        //		yield return null;
        //		dmgScript.Invoke();
        //		ModdedPlayer.instance.DoAreaDamage(target.root, dmg);
        //		ModdedPlayer.instance.OnHit();
        //		ModdedPlayer.instance.OnHit_Ranged(target);
        //	}
        //}

        public IEnumerator AsyncSendRandomItemDrops(int count, EnemyProgression.Enemy type, long bounty, ModSettings.Difficulty difficulty, Vector3 position)
        {
            for (int i = 0; i < count; i++)
            {
                yield return(null);

                yield return(null);

                Network.NetworkManager.SendItemDrop(ItemDataBase.GetRandomItem(bounty, type, difficulty), position + Vector3.up * (2f + i / 4) + Random.Range(-1, 1) * Vector3.forward + Random.Range(-1, 1) * Vector3.right, ItemPickUp.DropSource.EnemyOnDeath);
            }
        }
Beispiel #2
0
 public static void SendRandomItemDrops(int count, EnemyProgression.Enemy type, long bounty, ModSettings.Difficulty difficulty, Vector3 position)
 {
     instance.StartCoroutine(Player.RCoroutines.i.AsyncSendRandomItemDrops(count, type, bounty, difficulty, position));
 }