/////////////////////////////////////// // EQUIP /////////////////////////////////////// public void Equip() { _hero = Main.instance.GetChar(); _shield = _hero.escudo; dmgData = auxShield.GetComponent <DamageData>(); dmgData.Initialize(_hero); dmgData.SetDamage(damage).SetDamageTick(false).SetDamageType(damageType).SetKnockback(0).SetPositionAndDirection(_shield.transform.position); auxParent = auxShield.transform.parent; shieldStates = boomerangShieldStates.idle; }
private void ShootParticleAccelerator() { var damageIntegrity = particleAcceleratorBulletPrefab.GetComponent <ProjectileDamageIntegrity>(); damageData.SetDamage(10 * ((int)CurrentState - 3)); damageIntegrity.damageData = damageData; foreach (var connectedPart in connectedParts) { if (connectedPart.ShootsBullet) { CastProjectileMessage.SendToAll(connectedPart.gameObject, particleAcceleratorBulletPrefab, orientation.Vector, default); } } }