public void Init( Unit.OnHit onHit , string tagToCheck //, bool singleTarget = false , bool isProjectile = false , Projectile projectile = null ) { _onHit = onHit; _projectile = projectile; _tagToCheck = tagToCheck; _isProjectile = isProjectile; }
public void Init(Unit.OnHit onHit) { _onHit = onHit; _intell.UnitPrimaryState = UnitPrimaryState.Idle; if (Stats.AttackSpeed == 0) { Stats.AttackSpeed = FightUtils.GetDefaultAttackSpeed(Avatar, "Reload_Body", "Attack_Body"); } AttackSpeedChanged(); }
public void Init(Unit.OnHit onHit) { _onHit = onHit; Intell.SetPrimaryState(UnitPrimaryState.Idle, changeState: true); Arrow.gameObject.SetActive(false); if (Stats.AttackSpeed == 0) { Stats.AttackSpeed = FightUtils.GetDefaultAttackSpeed(Avatar, "Reload_Body", "Attack_Body"); } AttackSpeedChanged(); }
public void Init(Unit.OnHit onHit) { _intell.UnitPrimaryState = UnitPrimaryState.Idle; AxeHitArea.Init(onHit, Intell.IAm == IAm.Ally ? IAm.Enemy.ToString() : IAm.Ally.ToString()); AxeHitArea.gameObject.SetActive(false); if (Stats.AttackSpeed == 0) { Stats.AttackSpeed = FightUtils.GetDefaultAttackSpeed(Avatar, "Reload_Body_2", "Attack_Body_2"); } AttackSpeedChanged(); }
internal static Projectile GetAvailableProjectile( List <Projectile> gameObjects, CreateProjectile createProjectile, Unit.OnHit onHit, IAm iAm, ref int?projectileIndex ) { Projectile go = null; int i = 0; foreach (Projectile obj in gameObjects) { if (obj.Available == true) { go = obj; projectileIndex = i; //Debug.Log(obj.gameObject.activeSelf + " :" + DateTime.Now); break; } i++; } if (go == null) { HitArea arrowHitArea = null; go = createProjectile(go); foreach (Transform hA in go.transform) { arrowHitArea = hA.GetComponent <HitArea>(); if (arrowHitArea != null) { break; } } if (arrowHitArea != null) { arrowHitArea.Init(onHit, iAm.ToString(), isProjectile: true, projectile: go); } return(go); } else { return(null); } }
public void Init(Unit.OnHit onHit) { _onHit = onHit; _intell.UnitPrimaryState = UnitPrimaryState.Idle; }