public static EffectGunFIre CreateObject(BaseCharacter target, BaseCharacter attacker, string damage, AttackState at) { //var obj = new GameObject(); //obj.transform.SetParent(ResourceInformation.Effect.transform, false); //EffectGunFIre d = obj.AddComponent<EffectGunFIre>(); //d.Parent = obj; EffectGunFIre d = GetGameObject <EffectGunFIre>(false, "GunFire", ResourceInformation.Effect.transform); d.Direction = attacker.Direction; d.Target = target; d.Damage = damage; d.atst = at; d.time = 0; d.wait = 15; d.interval = 1; //目標位置の取得 d.TargetPoint = new Vector3(target.CurrentPoint.X * target.PositionUnit, target.PosY + 0.5f, target.CurrentPoint.Y * target.PositionUnit); //現在位置の取得 d.current = new Vector3(attacker.CurrentPoint.X * attacker.PositionUnit, attacker.PosY + 0.5f, attacker.CurrentPoint.Y * attacker.PositionUnit); return(d); }
public override void AttackEffect(BaseCharacter target, BaseCharacter attacker, string damage, AttackState state, AttackInformation atinfo) { switch (WEType) { case WeaponEffectType.Stone: atinfo.AddEffect(EffectStoneThrow.CreateObject(target, attacker, damage, state)); break; case WeaponEffectType.MachineGun: atinfo.AddEffect( EffectGunFIre.CreateObject(target, attacker, damage, state)); break; default: base.AttackEffect(target, attacker, damage, state, atinfo); break; } }