public PlayerBowFireArrowShotState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerBowArrowShotData playerFireArrowShotData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition) { PlayerFireArrowShotData = playerFireArrowShotData; CanShot = true; }
private void InitializeAimingPointsArray(Transform attackPosition, D_PlayerBowArrowShotData playerFireArrowShotData) { _points = new GameObject[playerFireArrowShotData.numberOfAimingPoints]; GameObject aimingPoint = playerFireArrowShotData.aimingPoint; int numberOfAimingPoints = playerFireArrowShotData.numberOfAimingPoints; for (int i = 0; i < numberOfAimingPoints; i++) { _points[i] = GameObject.Instantiate(aimingPoint, attackPosition.position, Quaternion.identity); _points[i].SetActive(false); } }
public PlayerBowFireArrowShotState_Aim(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerBowArrowShotData playerFireArrowShotData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition, playerFireArrowShotData) { InitializeAimingPointsArray(attackPosition, playerFireArrowShotData); }