public override void Launch(IElementAttackableTarget target, AWeapon weapon, bool toShowEffects) { base.Launch(target, weapon, toShowEffects); weapon.OnFiringInitiated(target, this); _durationInSeconds = (weapon as BeamProjector).Duration / GameTime.HoursPerSecond; _lineRenderer.SetPosition(0, Vector3.zero); // start beam where ordnance located //_lineRenderer.enabled = toShowEffects; //if (toShowEffects) { // muzzleEffect.Play(); //} _operateAndAnimateBeamJob = InitiateBeam(); }
public override void Launch(IElementAttackableTarget target, AWeapon weapon, bool toShowEffects) { base.Launch(target, weapon, toShowEffects); weapon.OnFiringInitiated(target, this); _launchPosition = _transform.position; _rangeSqrd = _range * _range; if (toShowEffects) { ShowMuzzleEffect(); } enabled = true; //D.Log("{0} launching from {1} on Heading: {2} (resultingRotation = {3}), Range: {4}.", _transform.name, _launchPosition, heading, _transform.rotation, range); //OnWeaponFiringComplete(); weapon.OnFiringComplete(this); }