Beispiel #1
0
        IEnumerator AttackOverTime()
        {
            TalkAudio.clip = AttackClip;
            TalkAudio.Play();

            ScanAudio.Play();

            for (int i = 0; i < Particles.Length; i++)
            {
                Particles [i].emissionRate = ElevatedEmissionRate;
                Particles [i].startSpeed   = ElevatedEmissionSpeed;
            }

            if (mPowerBeam == null)
            {
                mPowerBeam = (GameObject.Instantiate(BeamPrefab.gameObject, HeadPivot.position, HeadPivot.rotation) as GameObject).GetComponent <PowerBeam> ();
            }
            mEffectSphere = (GameObject.Instantiate(EffectSpherePrefab.gameObject) as GameObject).GetComponent <MagicEffectSphere> ();
            mEffectSphere.transform.position = AttackTarget.position;
            mEffectSphere.RTExpansionTime    = 3f;
            mEffectSphere.RTDuration         = 10f;
            mEffectSphere.RTCooldownTime     = 3f;

            mPowerBeam.WarmUpColor = Color.yellow;
            mPowerBeam.FireColor   = Color.yellow;
            mPowerBeam.AttachTo(HeadPivot, AttackTarget);
            mPowerBeam.WarmUp();
            mPowerBeam.Fire(5f);

            yield return(new WaitForSeconds(3f));

            for (int i = 0; i < Particles.Length; i++)
            {
                Particles [i].emissionRate = NormalEmissionRate;
                Particles [i].startSpeed   = NormalEmissionSpeed;
            }

            mPowerBeam.StopFiring();

            while (mEffectSphere != null && !mEffectSphere.Depleted)
            {
                yield return(null);
            }

            GameObject.Destroy(mEffectSphere.gameObject);

            Attacking = false;
            yield break;
        }
Beispiel #2
0
        public void OnReachHome()
        {
            mPrimaryTarget = Player.Local;
            Player.Local.Surroundings.AddHostile(this);
            BeamTarget = gameObject.CreateChild("BeamTarget");
            BeamOrigin = Body.RootBodyPart.gameObject.FindOrCreateChild("OrbLuminiteLightPivot");
            //GUIManager.PostIntrospection ("What's that sound?");
            //get the structure, it should be loaded at this point
            if (!Structures.LoadedStructure("PlayerFarmHouse", out TargetStructure))
            {
                Debug.Log("COULDN'T LOAD TARGET STRUCTURE PLAYER FARM HOUSE!");
            }
            //get the beam ready
            GameObject newBeam = GameObject.Instantiate(FXManager.Get.BeamPrefab) as GameObject;

            Beam = newBeam.GetComponent <PowerBeam> ();
        }