public ConeProjectileObstacle(ConeProjectileEvadable ability, Vector3 startPosition, int radiusInc, int endRadiusInc, int rangeInc) : base(ability) { this.Position = startPosition; this.Speed = ability.ConeAbility.Speed; this.Radius = ability.ConeAbility.Radius + radiusInc; this.EndRadius = ability.ConeAbility.EndRadius + endRadiusInc; this.Range = ability.ConeAbility.Range + rangeInc; this.IsUpdated = false; }
public ConeProjectileObstacle(ConeProjectileEvadable ability, Vector3 startPosition) : base(ability) { //todo improve navmesh size ? const int RadiusIncrease = 75; const int EndRadiusIncrease = 150; const int RangeIncrease = 100; this.Position = startPosition; this.Speed = ability.ConeAbility.Speed; this.Radius = ability.ConeAbility.Radius + RadiusIncrease; this.EndRadius = ability.ConeAbility.EndRadius + EndRadiusIncrease; this.Range = ability.ConeAbility.Range + RangeIncrease; this.IsUpdated = false; }