Ejemplo n.º 1
0
    public static EffectGunFIre CreateObject(BaseCharacter target, BaseCharacter attacker, string damage, AttackState at)
    {
        //var obj = new GameObject();
        //obj.transform.SetParent(ResourceInformation.Effect.transform, false);
        //EffectGunFIre d = obj.AddComponent<EffectGunFIre>();
        //d.Parent = obj;
        EffectGunFIre d = GetGameObject <EffectGunFIre>(false, "GunFire", ResourceInformation.Effect.transform);

        d.Direction = attacker.Direction;
        d.Target    = target;
        d.Damage    = damage;
        d.atst      = at;
        d.time      = 0;
        d.wait      = 15;
        d.interval  = 1;

        //目標位置の取得
        d.TargetPoint = new Vector3(target.CurrentPoint.X * target.PositionUnit,
                                    target.PosY + 0.5f,
                                    target.CurrentPoint.Y * target.PositionUnit);

        //現在位置の取得
        d.current = new Vector3(attacker.CurrentPoint.X * attacker.PositionUnit,
                                attacker.PosY + 0.5f,
                                attacker.CurrentPoint.Y * attacker.PositionUnit);

        return(d);
    }
Ejemplo n.º 2
0
    public override void AttackEffect(BaseCharacter target, BaseCharacter attacker, string damage, AttackState state, AttackInformation atinfo)
    {
        switch (WEType)
        {
        case WeaponEffectType.Stone:
            atinfo.AddEffect(EffectStoneThrow.CreateObject(target, attacker, damage, state));
            break;

        case WeaponEffectType.MachineGun:
            atinfo.AddEffect(
                EffectGunFIre.CreateObject(target, attacker, damage, state));
            break;

        default:
            base.AttackEffect(target, attacker, damage, state, atinfo);
            break;
        }
    }