Ejemplo n.º 1
0
        public override void Execute(object source, DamageEventInfo info)
        {
            DamageInfo damage = info.Info;

            int   projCount = Mathf.RoundToInt(BaseProjectileCount.Get() * Coeffecient.Get());
            float step      = (StartAngle.Get() - EndAngle.Get()) / (projCount - (IncludeLast ? 1 : 0));

            for (int i = 0; i < projCount; i++)
            {
                float      angle         = StartAngle.Get() - step * i + (HalfOffset ? step / 2f : 0f);
                Vector3    dir           = Quaternion.Euler(0f, 0f, angle) * damage.Projectile.Direction;
                GameObject newProjectile = Object.Instantiate(damage.Projectile.gameObject, damage.Point, Quaternion.identity);
                Projectile projectile    = newProjectile.GetComponent <Projectile>();
                AttachProjectileToSources(projectile);
                projectile.SetProcLayer(damage.Projectile.ProcLayer + 1);
                projectile.Fire(damage.Projectile.Weapon, dir, damage.Projectile.Layer, damage.Projectile.Target, damage.Amount * DamageCoeffecient.Get(), damage.Projectile.Range * RangeCoeffecient.Get());
            }
        }
Ejemplo n.º 2
0
        public override void ApplyEffect(IModdable target)
        {
            _target = target;
            IStatContainer container = target as IStatContainer;
            Stat           stat      = container.GetStat(Identifier);

            //TODO: Consider having StatType be a member of Stat instead of StatMod, then handling how to add the stat in Stat.
            switch (Type)
            {
            case StatType.Additive:
                stat.AddAdditive(Value.Get() * Coeffecient.Get(), this);
                break;

            case StatType.Multiplicative:
                stat.AddMultiplicative(Value.Get() * Coeffecient.Get(), this);
                break;
            }
        }
        public override void Execute(object source, DamageEventInfo info)
        {
            DamageInfo damage       = info.Info;
            GameObject newExplosion = Object.Instantiate(ProjectilePrefab.Get() as GameObject, info.Info.Point, Quaternion.identity);
            Projectile proj         = newExplosion.GetComponent <Projectile>();

            proj.Fire(damage.Projectile.Weapon, damage.Projectile.Direction, damage.Projectile.Layer, damage.Projectile.Target, damage.Amount * DamageCoeffecient.Get(), Mathf.Sqrt(damage.Amount * AreaCoeffecient.Get() / Mathf.PI) * Coeffecient.Get());
            AttachProjectileToSources(proj);

            if (IncrementProcLayer)
            {
                proj.SetProcLayer(damage.Projectile.ProcLayer + 1);
            }
        }
Ejemplo n.º 4
0
        public override void Execute(object source, DamageEventInfo info)
        {
            DamageInfo damage        = info.Info;
            Vector2    newDirection  = Vector2.Reflect(damage.Projectile.Direction, damage.Normal);
            GameObject newProjectile = Object.Instantiate(damage.Projectile.gameObject, damage.Point, Quaternion.LookRotation(newDirection, Vector3.back));
            Projectile proj          = newProjectile.GetComponent <Projectile>();

            AttachProjectileToSources(proj);
            proj.Fire(damage.Projectile.Weapon, newDirection, damage.Projectile.Layer, damage.Projectile.Target, damage.Amount * DamageCoeffecient.Get() * Coeffecient.Get(), damage.Projectile.Range * RangeCoeffecient.Get());
        }