Exemple #1
0
 public virtual void Setup(float damage, float dazeMovementTime, float dazeActionTime, float force, ForceApplyMode forceApply, GameObject exclude)
 {
     this.damage           = damage;
     this.dazeMovementTime = dazeMovementTime;
     this.dazeActionTime   = dazeActionTime;
     this.force            = force;
     forceApplyMode        = forceApply;
     alreadyHit.Add(exclude.GetComponent <LiveEntity>());
 }
Exemple #2
0
    public void Setup(float damage, float dazeMovementTime, float dazeActionTime, float force, ForceApplyMode forceApply,
                      GameObject exclude, Vector3 origin, Vector3 direction,
                      ItemInstance weaponInst, GameObject targetTransformGO)
    {
        base.Setup(damage, dazeMovementTime, dazeActionTime, force, forceApply,
                   exclude, origin, direction);
        this.weaponInst = weaponInst;

        if (targetTransformGO == null)
        {
            GameObject tempGO = new GameObject("Target");
            tempGO.transform.position = transform.position + direction * maxDistance;
            this.targetTransform      = tempGO.transform;
            this.maxLifeSpan          = maxDistance / speed;
            Destroy(tempGO, 12);
        }
        else
        {
            this.targetTransform = targetTransformGO.transform;
            this.maxLifeSpan     = 10;
            //Randomize extremely, up life
        }

        worldVelocity       = (worldVelocity.normalized + Random.onUnitSphere * randomisationAmount).normalized * speed;
        transform.position += .25f * worldVelocity.normalized;
    }
Exemple #3
0
 // Use this for initialization
 public void Setup(float damage, float dazeMovementTime, float dazeActionTime, float force, ForceApplyMode forceApply,
                   GameObject exclude, Vector3 origin, Vector3 direction)
 {
     base.Setup(damage, dazeMovementTime, dazeActionTime, force, forceApply, exclude);
     transform.position = origin;
     //worldVelocity = direction.normalized * (maxDistance / maxLifeSpan);
     worldVelocity = direction.normalized * speed;
     elapsedLife   = 0;
 }