Ejemplo n.º 1
0
    /// <summary>
    /// Creates the prefab to do the animation
    /// Called from the animation
    /// </summary>
    public override void SpawnSkillAddition()
    {
        // Create the prefab to animate
        if (_enemiesHP != null && _enemiesHP.Count > 0 && _enemiesHP[0] != null)
        {
            Transform enTrans = _enemiesHP[0].transform;
            // Create the prefab
            GameObject curPref = Instantiate(_spawnPref);
            // Center it on the character
            curPref.transform.SetParent(enTrans);
            curPref.transform.localPosition = Vector3.zero;
            // Get the SpecialAttackSpawn script attached to it and set its Spawner
            SpecialAttackSpawn specialAttackSpawn = curPref.GetComponent <SpecialAttackSpawn>();
            specialAttackSpawn.SetSpawner(_maRef);
        }

        // End the skills animation
        EndSkillAnimation();
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Creates the prefab to do the smite
    /// Called from the animation
    /// </summary>
    public override void SpawnSkillAddition()
    {
        try
        {
            // Create the prefab to animate
            _activeSkillAnimObj = Instantiate(_spawnPref);
            // Center it on the character to attack
            _activeSkillAnimObj.transform.SetParent(_enemiesHP[0].transform);
            _activeSkillAnimObj.transform.localPosition = Vector3.zero;
            // Get the SpecialAttackSpawn script attached to it and set its Spawner
            SpecialAttackSpawn smiteSpawn = _activeSkillAnimObj.transform.GetChild(0).GetComponent <SpecialAttackSpawn>();
            smiteSpawn.SetSpawner(_maRef);
        }
        catch
        {
            Debug.LogError("Failed to create the SmiteSpawn " + _activeSkillAnimObj.transform.GetChild(0).name);
        }

        // Start the end skill animation
        EndSkillAnimation();
    }