private IEnumerator CryoblastMain() { active = false; GameObject projectile = Instantiate(Resources.Load("Projectiles/Potion/Potion"), origin, Quaternion.identity) as GameObject; Debug.Log("FREEZE!!"); yield return(null); if (targetBC != attackerBC) { Debug.Log(targetBC == attackerBC); while ((projectile.transform.position - destination).magnitude >= 0.005f) { projectile.transform.position = Vector3.MoveTowards(projectile.transform.position, destination, 10 * Time.deltaTime); yield return(null); } } targetBC.DeltaHP(-20); Destroy(projectile); FrozenEffect frozenEffect = new FrozenEffect(targetBC); targetBC.TryAddEffect(frozenEffect, targetBC.characterDataComponent.effects); // StartCoroutine(stimulatorEffect.ApplyEffect(targetBC.characterDataComponent.effects)); Debug.Log(description); EndEvent(out battleManager.busy); }
private IEnumerator SniperShotMain() { active = false; GameObject projectile = Instantiate(Resources.Load("Projectiles/Potion/Potion"), origin, Quaternion.identity) as GameObject; Debug.Log("Snipe!!"); yield return(null); if (targetBC != attackerBC) { Debug.Log(targetBC == attackerBC); while ((projectile.transform.position - destination).magnitude >= 0.005f) { projectile.transform.position = Vector3.MoveTowards(projectile.transform.position, destination, 30 * Time.deltaTime); yield return(null); } } targetBC.DeltaHP(-(attackerBC.characterDataComponent.baseDamage + Convert.ToInt32((destination - origin).magnitude) * 3)); Destroy(projectile); Debug.Log(Convert.ToInt32((destination - origin).magnitude)); EndEvent(out battleManager.busy); }
IEnumerator Placeholder() { GameObject projectile = Instantiate(Resources.Load("Projectiles/Potion/Potion"), origin, Quaternion.identity) as GameObject; Debug.Log("DAMAGE!"); yield return(null); while ((projectile.transform.position - destination).magnitude >= 0.005f) { projectile.transform.position = Vector3.MoveTowards(projectile.transform.position, destination, 10 * Time.deltaTime); yield return(null); } targetBC.DeltaHP(-(Convert.ToInt32(attackerBC.characterDataComponent.baseDamage * attackerBC.characterDataComponent.damageMultModifier) + attackerBC.characterDataComponent.damageAddModifier)); Destroy(projectile); EndEvent(out battleManager.busy); }