public override void CauseEventEffect() { Debug.Log("Doing tripple shot Attack event"); // Cause the event effect logically and visually for (int i = 0; i < 3; i++) { Debug.Log("Doing single shot Attack event"); GameObject weapon = GameObject.Instantiate(item.weaponSOAsset.weaponPrefab, player.transform.position + new Vector3(0, 0.5f, 0), Quaternion.identity) as GameObject; WeaponBehavior weaponBehavior = weapon.GetComponent <WeaponBehavior>(); weaponBehavior.SetSOAsset(item); Vector3 p = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector3 result = (new Vector3(p.x, p.y, 0.0f) - new Vector3(player.transform.position.x, player.transform.position.y, 0.0f)).normalized; if (i == 0) { weaponBehavior.SetDetails(5.0f, Quaternion.Euler(0, 0, -90f) * result); } else if (i == 2) { weaponBehavior.SetDetails(5.0f, Quaternion.Euler(0, 0, 90f) * result); } else { weaponBehavior.SetDetails(5.0f, result); } } }
public override void CauseEventEffect() { Debug.Log("Doing single shot Attack event"); GameObject weapon = GameObject.Instantiate(item.weaponSOAsset.weaponPrefab, player.transform.position + new Vector3(0, 0.5f, 0), Quaternion.identity) as GameObject; WeaponBehavior weaponBehavior = weapon.GetComponent <WeaponBehavior>(); weaponBehavior.SetSOAsset(item); Vector3 p = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector3 result = (new Vector3(p.x, p.y, 0.0f) - new Vector3(player.transform.position.x, player.transform.position.y, 0.0f)).normalized; weaponBehavior.SetDetails(9.0f, result); }