public void ShotStraightBullet(BulletParam param, ICharacterUnit owner, Vector3 pos) { var bullet = GetStraightBullet(pos); bullet.SetBulletInfo(param); bullet.Owner = owner; }
private bool HitCharacter(ICharacterUnit character) { if (character == null) { return(false); } if (Owner is IEnemyUnit && character is IPlayerUnit || Owner is IPlayerUnit && character is IEnemyUnit) { OnHitBullet(character); return(true); } return(false); }
protected override void OnAwake() { base.OnAwake(); _owner = GetComponentInParent <ICharacterUnit>(); }
protected virtual void OnHitBullet(ICharacterUnit hitUnit) { hitUnit.Damage(Param.Power); Release(); }
private void ApplyItemEffect(Item item, ICharacterUnit player) { item.ApplyItemEffects(player); this.painter.RedrawObjectWithAShield(player); }