int NumFromButton(SkillSettings.Buttons i) { switch (i) { case SkillSettings.Buttons.Q: return(0); break; case SkillSettings.Buttons.W: return(1); break; case SkillSettings.Buttons.E: return(2); break; case SkillSettings.Buttons.R: return(3); break; } return(0); }
void RpcExecuteSkill(SkillSettings.Buttons mySkillType, ExecutionData myData) { print(gameObject.name + " executed skill in Client " + mySkillType.ToString()); /*myData.isServer = false; * switch (mySkillType) { * case SkillSettings.Buttons.Q: * if (QSkill != null) * QSkill (myData); * break; * case SkillSettings.Buttons.W: * if (WSkill != null) * WSkill (myData); * break; * case SkillSettings.Buttons.E: * if (ESkill != null) * ESkill (myData); * break; * case SkillSettings.Buttons.R: * if (RSkill != null) * RSkill (myData); * break; * }*/ myHero.transform.LookAt(myData.executePos); }
void CmdExecuteSkill(SkillSettings.Buttons mySkillType, Vector3 executePos, GameObject target) { print(gameObject.name + " executed skill in Server " + mySkillType.ToString()); ExecutionData myData = new ExecutionData(true, myHero.transform.position, executePos, executePos.Floorize() - myHero.transform.position.Floorize(), target); switch (mySkillType) { case SkillSettings.Buttons.Q: if (QSkill != null) { QSkill(myData); } break; case SkillSettings.Buttons.W: if (WSkill != null) { WSkill(myData); } break; case SkillSettings.Buttons.E: if (ESkill != null) { ESkill(myData); } break; case SkillSettings.Buttons.R: if (RSkill != null) { RSkill(myData); } break; } RpcExecuteSkill(mySkillType, myData); myHero.transform.LookAt(myData.executePos); }
void ExecuteSkill(SkillSettings.Buttons mySkillType, Vector3 hitPos, GameObject target) { print(gameObject.name + " skill event triggered"); CmdExecuteSkill(mySkillType, hitPos, target); }