public override void Exec(IProjectileComponent iProjectileComponent, Creature.Vector sourcePosition, Creature.Vector targetPosition) { base.Exec(iProjectileComponent, sourcePosition, targetPosition); Thread.Sleep(100); base.ThrowProjectile(iProjectileComponent, sourcePosition, targetPosition); }
public virtual void Exec(IProjectileComponent iProjectileComponent, Creature.Vector sourcePosition, Creature.Vector targetPosition) { iAttackComponent.Exec(iProjectileComponent, sourcePosition, targetPosition); }
public void ThrowProjectile(IProjectileComponent iProjectileComponent, Creature.Vector sourcePosition, Creature.Vector targetPosition) { (iAttackComponent as IRangeAttack)?.ThrowProjectile(iProjectileComponent, sourcePosition, targetPosition); }
public void Exec(IProjectileComponent iProjectileComponent, Creature.Vector sourcePosition, Creature.Vector targetPosition) { ThrowProjectile(iProjectileComponent, sourcePosition, targetPosition); }
public void ThrowProjectile(IProjectileComponent iProjectileComponent, Creature.Vector sourcePosition, Creature.Vector targetPosition) { iProjectileComponent.DoDamage(); }