Example #1
0
    public static GameObject Create(GameObject prefab, Transform barrel, float speed, float dispertion, float acceleration, float ascendingTime, float maxDescendingSpeed, float deathDelay)
    {
        GameObject   pro      = Projectile.Create(prefab, barrel, speed, dispertion);
        BalisticShot balistic = pro.GetComponent <BalisticShot> ();

        balistic.acceleration       = acceleration;
        balistic.maxDescendingSpeed = maxDescendingSpeed;
        balistic.deathDelay         = deathDelay;
        balistic.ascendingTime      = ascendingTime;

        return(pro);
    }
Example #2
0
    public static GameObject Create(GameObject prefab, Transform barrel, float speed, float dispertion, float acceleration, float ascendingTime, float maxDescendingSpeed, float deathDelay,
                                    float intensity, float lightRange)
    {
        GameObject pro = BalisticShot.Create(prefab, barrel, speed, dispertion, acceleration, ascendingTime, maxDescendingSpeed, deathDelay);

        FlareShot flareShot = pro.GetComponent <FlareShot> ();

        flareShot.intensity  = intensity;
        flareShot.lightRange = lightRange;

        return(pro);
    }
Example #3
0
    public static GameObject Create(GameObject prefab, Transform barrel, float speed, float dispertion, float acceleration, float ascendingTime, float maxDescendingSpeed, float deathDelay,
                                    float initialDamage, float minDamage, float damageDecrease, bool friendlyFire, bool hitMarker, Player shooter, float radius)
    {
        GameObject pro    = BalisticShot.Create(prefab, barrel, speed, dispertion, acceleration, ascendingTime, maxDescendingSpeed, deathDelay);
        Mortar     mortar = pro.GetComponent <Mortar> ();

        mortar.initialDamage  = initialDamage;
        mortar.minDamage      = minDamage;
        mortar.damageDecrease = damageDecrease;
        mortar.friendlyFire   = friendlyFire;
        mortar.hitMarker      = hitMarker;
        mortar.shooter        = shooter;
        mortar.radius         = radius;

        return(pro);
    }