void Start() { player = GetComponentInParent <Player>(); mLineRenderer = aimsight.GetComponent <LineRenderer>(); gunRange = Mathf.Abs((laserDirection.position - barrel.position).x); lightning = GetComponent <DigitalRuby.LightningBolt.LightningBoltScript>(); if (!hasGun) { GetComponent <SpriteRenderer>().color = new Color(255f, 255f, 255f, 0f); gunShadow.color = new Color(255f, 255f, 255f, 0f); GetComponent <LineRenderer>().enabled = false; mLineRenderer.enabled = false; dotsight.GetComponent <SpriteRenderer>().enabled = false; } }
IEnumerator shootLightning(DigitalRuby.LightningBolt.LightningBoltScript lightning, GameObject target) { // do periodic damage while the target is alive. if target is not alive turn off teh lightning gameobject // readyToSwitchTargets = Time.time + 0.1f; while (target.activeInHierarchy) { if (Vector3.Distance(transform.position, target.transform.position) > maxDistance) { break; } target.GetComponent <IShockable>().BeShocked(damage, numberOfBounces); yield return(new WaitForSeconds(0.25f)); } lightning.gameObject.SetActive(false); yield return(null); }
void Start() { lightning = GetComponent <DigitalRuby.LightningBolt.LightningBoltScript>(); }