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);
                }
            }
        }
Example #2
0
 private void _createTorpedoWake(FleetType type)
 {
     _torpedoWakes = new PSTorpedoWakes();
     _setProtect(type);
     _createTorupedoWakes((type == FleetType.Friend) ? true : false);
 }