//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); } }
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)); }