public override GameObject Mutate(GameObject abilityObject, Vector3 location, Vector3 targetLocation) { // increase speed if (increasedSpeed != 0) { abilityObject.GetComponent <AbilityMover>().speed *= (1 + increasedSpeed); } // increase duration if (increasedDuration != 0) { abilityObject.GetComponent <DestroyAfterDuration>().duration *= (1 + increasedDuration); } // slightly randomise target location if (inaccuracy) { targetLocation += new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f)) * 0.25f * Vector3.Distance(location, targetLocation); } // add extra projectiles if (extraProjectiles != 0) { ExtraProjectiles extraProjectilesObject = abilityObject.GetComponent <ExtraProjectiles>(); if (extraProjectilesObject == null) { extraProjectilesObject = abilityObject.AddComponent <ExtraProjectiles>(); extraProjectilesObject.numberOfExtraProjectiles = 0; } extraProjectilesObject.numberOfExtraProjectiles += extraProjectiles; } // add pierce change if (targetsToPierce > 0) { Pierce pierce = abilityObject.GetComponent <Pierce>(); if (pierce == null) { pierce = abilityObject.AddComponent <Pierce>(); pierce.objectsToPierce = 0; } pierce.objectsToPierce += targetsToPierce; } if (increasedDamage != 0) { foreach (DamageStatsHolder holder in abilityObject.GetComponents <DamageStatsHolder>()) { holder.increaseAllDamage(increasedDamage); //holder.addBaseDamage(DamageType.FIRE, holder.getBaseDamage(DamageType.FIRE) * increasedDamage); } } if (homing) { HomingMovement component = abilityObject.AddComponent <HomingMovement>(); component.changeFacingDirection = true; } return(abilityObject); }
void Awake() { player = FindObjectOfType <Player> (); homingMovement = GetComponent <HomingMovement> (); baseMovement = GetComponent <SineMovement> (); }