public override void PreAttackAction()
    {
        GameObject ring = GameObject.Instantiate(Links.links.magicRing);

        summonPosition          = attacker.transform.TransformPoint(position);
        ring.transform.position = summonPosition;
        OverlayDisplay.Show(Links.links.starImage, 0, 0.5f);
    }
Beispiel #2
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 public override void PreAttackAction()
 {
     relativeTargetPosition = Vector3.forward * initialDistance;
     aiming    = true;
     startTime = Time.time;
     marker    = GameObject.Instantiate(Links.links.aimMarker).GetComponent <AimMarker>();
     marker.transform.position = attacker.transform.TransformPoint(relativeTargetPosition);
     OverlayDisplay.Show(Links.links.spikeImage, 0, 0.5f);
 }
Beispiel #3
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    public override void AttackAction()
    {
        SpeedBuff buff = new GameObject().AddComponent <SpeedBuff>();

        buff.unit       = target;
        buff.duration   = duration;
        buff.speedBoost = speedBoost;
        OverlayDisplay.Show(Links.links.infinityImage, 0, 0.5f);
    }
Beispiel #4
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    public override void AttackAction()
    {
        RegenerateHealthBuff buff = new GameObject().AddComponent <RegenerateHealthBuff>();

        buff.unit     = target;
        buff.duration = duration;
        buff.regenerateAmountPerTick = regenerateAmountPerTick;
        buff.tickPerSecond           = tickPerSecond;
        OverlayDisplay.Show(Links.links.healImage, 0, 0.5f);
    }
Beispiel #5
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 public override void PreAttackAction()
 {
     angle     = 0;
     aiming    = true;
     startTime = Time.time;
     aimLine   = GameObject.Instantiate(Links.links.aimLine);
     aimLine.transform.position   = attacker.transform.position + 0.5f * Vector3.up;
     aimLine.transform.rotation   = attacker.transform.rotation;
     aimLine.transform.localScale = new Vector3(1, 1, range);
     OverlayDisplay.Show(Links.links.crossImage, 0, 0.5f);
 }
 private void finish()
 {
     clearAll();
     if (OnTrigger != null)
     {
         OnTrigger(type);
     }
     if (image != null)
     {
         OverlayDisplay.Show(image, 0, 0.5f);
     }
 }
    public override void AttackAction()
    {
        List <Unit> enemiesInRange = Unit.EnemiesInRange(attacker.transform.position, maxRadius, attacker.team);

        foreach (Unit enemie in enemiesInRange)
        {
            Vector3 vec       = enemie.transform.position - attacker.transform.position;
            Vector3 radialVec = Vector3.ProjectOnPlane(vec, Vector3.up).normalized;
            float   power     = 1 - vec.magnitude / maxRadius;
            if (power > 0)
            {
                Vector3 impulse = maxUpImpulse * power * Vector3.up + maxRadialImpulse * power * radialVec;
                enemie.SendFlying(impulse);
            }
        }
        OverlayDisplay.Show(Links.links.flashImage, 0, 0.5f);
        GameObject shockRing = GameObject.Instantiate(Links.links.shockRing);

        shockRing.transform.position = attacker.transform.position;
    }
 private bool SetCalibrationPoint(int i)
 {
     if (rightHand == null)
     {
         Debug.Log("Right hand not found!");
     }
     else
     {
         Finger index = GetIndexFinger(rightHand);
         if (index == null)
         {
             Debug.Log("Index finger not found!");
         }
         else
         {
             cornerPositions[i] = index.Bone(Bone.BoneType.TYPE_DISTAL).NextJoint.ToVector3();
             Debug.Log("Position get! " + cornerPositions[i].x + " " + cornerPositions[i].y + " " + cornerPositions[i].z);
             return(true);
         }
     }
     OverlayDisplay.Show(Links.links.calibrationWarning, 2, 1);
     return(false);
 }
Beispiel #9
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 public override void PreAttackAction()
 {
     OverlayDisplay.Show(Links.links.ligntningImage, 0, 0.5f);
 }