Example #1
0
        public void StartPlacement()
        {
            Debug.Log("Starting placement in create campsite");
            mPlacementStarted = true;
            GameObject skillSphere = new GameObject(name);

            SkillSphere = skillSphere.AddComponent <EffectSphere>();

            SkillSphere.TargetRadius               = EffectRadius;
            SkillSphere.StartTime                  = WorldClock.AdjustedRealTime;
            SkillSphere.RTDuration                 = Mathf.Infinity;
            SkillSphere.RTExpansionTime            = 1.0f;
            SkillSphere.OnIntersectItemOfInterest += OnIntersectItemOfInterest;
            SkillSphere.RequireLineOfSight         = false;

            GameObject effectSphere = new GameObject(name + " Effect");

            EffectSphereTransform = effectSphere.transform;
            effectSphere.layer    = Globals.LayerNumScenery;
            MeshFilter   mf = effectSphere.AddComponent <MeshFilter>();
            MeshRenderer mr = effectSphere.AddComponent <MeshRenderer>();

            mf.sharedMesh     = Meshes.Get.EffectSphereMesh;
            mr.sharedMaterial = Mats.Get.ItemPlacementMaterial;
            mr.castShadows    = false;
            mr.receiveShadows = false;
            PlacementMaterial = mr.material;
        }
Example #2
0
        protected override void OnUseStart()
        {
            GameObject skillSphere = new GameObject(name);

            skillSphere.transform.position = Player.Local.Position;
            SkillSphere = skillSphere.AddComponent(Type.GetType("Frontiers.World.Gameplay." + Extensions.EffectSphereScriptName))  as EffectSphere;
            //UnityEngineInternal.APIUpdaterRuntimeServices.AddComponent(skillSphere, "Assets/Scripts/Skills/RangedSkill.cs (18,21)", Extensions.EffectSphereScriptName) as EffectSphere;

            SkillSphere.TargetRadius               = EffectRadius;
            SkillSphere.StartTime                  = WorldClock.AdjustedRealTime;
            SkillSphere.RTDuration                 = EffectTime;
            SkillSphere.RTCooldownTime             = Usage.CooldownInterval;
            SkillSphere.RTExpansionTime            = 1.0f;
            SkillSphere.OnIntersectItemOfInterest += OnIntersectItemOfInterest;
            SkillSphere.RequireLineOfSight         = false;
        }