Ejemplo n.º 1
0
    private IEnumerator DealDamage(float waitTime)
    {
        yield return(new WaitForSeconds(waitTime));

        damageDealerBehaviour[damageDealer.index].Position = skillHandler.MyTransformPos;
        damageDealer.Spawn(skillHandler.PlaceholderDamageFrontPos, Quaternion.identity);
    }
 private IEnumerator CheckForCollision()
 {
     while (travelling)
     {
         damageDealerBehaviour[damageDealer.index].Position = myTransform.position;
         damageDealer.Spawn(myTransform.position, Quaternion.identity);
         yield return(new WaitForSeconds(0.1f));
     }
 }
Ejemplo n.º 3
0
    public override IEnumerator SpellCast(Vector3 position)
    {
        skillHandler.HealthHandler.ApplySpellLock(timePerTick + myAnimation[animationName[1]].length);
        StartCoroutine(RunCooldown(cooldown));
        myAnimation[animationName[0]].time = 0;
        myAnimation.Blend(animationName[0], 1f, 0.1f);

        ccMover.Dashing = true;
        for (int i = 0; i < trails.Length; i++)
        {
            trails[i].emit = true;
        }
        Vector3 tempVector = CameraOrbit.Instance.CameraTransform.forward;

        tempVector.y = 0;
        tempVector.Normalize();
        charMotor.movement.maxForwardSpeed = charMotor.movement.maxBackwardsSpeed = charMotor.movement.maxSidewaysSpeed = speed;
        charMotor.movement.gravity         = 0;
        charMotor.SetVelocity(tempVector * speed);
        ccMover.MovingTransform.localRotation = Quaternion.Euler(0, 0, 0);
        float counter = timePerTick;

        while (counter > 0)
        {
            counter -= 0.1f;
            charMotor.SetVelocity(tempVector * speed);
            damageDealer.Spawn(skillHandler.MyTransformPos, Quaternion.identity);
            yield return(new WaitForSeconds(0.1f));
        }
        damageDealer.Spawn(skillHandler.MyTransformPos, Quaternion.identity);
        myAnimation.Blend(animationName[1], 1f, myAnimation[animationName[1]].length * 0.1f);
        myAnimation.Blend(animationName[0], 0f, 0.1f);
        charMotor.movement.maxForwardSpeed = charMotor.movement.maxBackwardsSpeed = charMotor.movement.maxSidewaysSpeed = ccMover.MovementSpeed;
        charMotor.movement.gravity         = 40;
        yield return(new WaitForSeconds(myAnimation[animationName[1]].length * 0.7f));

        myAnimation.Blend(animationName[1], 0f, myAnimation[animationName[1]].length * 0.3f);
        for (int i = 0; i < trails.Length; i++)
        {
            trails[i].emit = false;
        }
        ccMover.Dashing = false;
    }
Ejemplo n.º 4
0
    public override IEnumerator SpellCast(Vector3 position)
    {
        skillHandler.HealthHandler.ApplySpellLock(myAnimation[animationName[0]].length * 0.9f);
        StartCoroutine(RunCooldown(cooldown));
        myAnimation[animationName[0]].time = 0;
        myAnimation.Blend(animationName[0], 1f, 0.1f);
        yield return(new WaitForSeconds(myAnimation[animationName[0]].length * 0.32f));

        NMGame.Instance.SendProjectileSpawnRequest(nSender[swordBoomerang.index].LocalId, Lists.ProjectileTypes.SwordBoomerang);
        swordBoomerang.Spawn(skillHandler.MyTransformPos, Quaternion.identity);
        yield return(new WaitForSeconds(myAnimation[animationName[0]].length * 0.58f));

        myAnimation.Blend(animationName[0], 0f, myAnimation[animationName[0]].length * 0.1f);
    }
Ejemplo n.º 5
0
    public override IEnumerator SpellCast(Vector3 position)
    {
        skillHandler.HealthHandler.ApplySpellLock(ticks * timePerTick + 0.1f);
        StartCoroutine(RunCooldown(cooldown));
        myAnimation[animationName[0]].time = 0;
        myAnimation.Blend(animationName[0], 1f, 0.1f);
        ccMover.ShouldLook = false;
        for (int i = 0; i < trails.Length; i++)
        {
            trails[i].emit = true;
        }
        for (byte i = 0; i < ticks; i++)
        {
            yield return(new WaitForSeconds(timePerTick));

            damageDealer.Spawn(skillHandler.MyTransformPos, Quaternion.identity);
        }
        for (int i = 0; i < trails.Length; i++)
        {
            trails[i].emit = false;
        }
        ccMover.ShouldLook = true;
        myAnimation.Blend(animationName[0], 0f, 0.1f);
    }