public void SetProjectile(float area_of_effect, float base_damage, float damage_distance_factor) { projectile_explosion.SetExplosion(area_of_effect, base_damage, damage_distance_factor, null); coordinate.x = (platform.transform.position.x + coordinate_on_platform.x); coordinate.y = platform.transform.position.y + platform.transform.lossyScale.y; coordinate.z = (platform.transform.position.z + coordinate_on_platform.z); }
public void SetProjectile(float area_of_effect, float base_damage, float damage_distance_factor) { List <Debuffs> debuffs = new List <Debuffs>(); debuffs.Add(Debuffs.freeze); projectile_explosion.SetExplosion(area_of_effect, base_damage, damage_distance_factor, debuffs); }
public void SetProjectile(float area_of_effect, float base_damage, float damage_distance_factor) { projectile_explosion.SetExplosion(area_of_effect, base_damage, damage_distance_factor, null); LobProjectile(); }