Ejemplo n.º 1
0
    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();
    }
Ejemplo n.º 2
0
    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);
    }