public override void SetDamageColliderInfo(int _damage, string _tagName, Vector2 _attackForce, GameObject _order, bool _autoDistroy = true)
    {
        m_sTagName  = _tagName;
        orderObject = _order;
        m_damage    = _damage;
        attackForce = _attackForce;
        autoDistroy = _autoDistroy;

        m_monsterInfo        = m_monsterInfo ?? _order.transform.root.GetComponent <MonsterInfo>();
        m_cinemachineImpulse = m_cinemachineImpulse ?? this.GetComponent <CinemachineImpulseSource>();
        m_projectile         = this.GetComponent <RooteeProjectile>();
    }
Beispiel #2
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    public void SkillAction(bool _left, int _damage)
    {
        int tempInt = 1;

        if (_left)
        {
            tempInt = -1;
        }

        m_projectileObject = ObjectPool.Inst.PopFromPool("RooteeProjectile");
        m_projectileObject.GetComponent <MonsterShootAttackCollider>().SetDamageColliderInfo(_damage, "Player", new Vector2(3.0f * tempInt, 1.0f), m_monster, true);
        m_projectileComponent = m_projectileObject.GetComponent <RooteeProjectile>();
        m_projectileObject.SetActive(true);
        m_projectileComponent.Fire(this.transform.position, _left);
    }