private void _createTorpedoWake() { _torpedoWakes = new PSTorpedoWakes(); int num = 0; _setProtect(); Vector3 targetVec = default(Vector3); for (int i = 0; i < _fBakuraiModel.Length; i++) { if (_fBakuraiModel[i] != null && _fBakuraiModel[i].IsRaigeki()) { ShipModel_Defender defender = _fBakuraiModel[i].Defender; int num2 = (!_fBakuraiModel[i].GetProtectEffect()) ? defender.Index : 0; bool flag = (_fBakuraiModel[i].GetHitState() == BattleHitStatus.Miss) ? true : false; float num3 = (!flag) ? 0f : 1f; Vector3 injectionVec = _setTorpedoVec(num, isFriend: true); num++; _dicHitType[num2] = setHitType(FleetType.Enemy, defender.Index, flag, HitType.Torpedo); Vector3 position = _eBattleship[num2].transform.position; float x = position.x + num3; Vector3 position2 = _eBattleship[num2].transform.position; targetVec = new Vector3(x, 0f, position2.z + 1f); if (_fBakuraiModel[i].GetProtectEffect()) { Vector3 position3 = _eBattleship[defender.Index].transform.position; _torpedoWakes.SetProtectVector(num, new Vector3(position3.x + 2f, 0f, position3.z)); } _torpedoWakes.AddInstantiates(BattleTaskManager.GetBattleField().transform, injectionVec, targetVec, isFull: true, i, 2f, isDet: false, flag); } } }
private void _createTorpedoWake(FleetType type) { _torpedoWakes = new PSTorpedoWakes(); _setProtect(type); _createTorupedoWakes((type == FleetType.Friend) ? true : false); }