public void Load()
    {
        m_dicProjectileInfo.Clear();

        TextAsset TXTFile = (TextAsset)Resources.Load("Config/Projectile");
        string strText = TXTFile.text.Replace("\r\n", "|");
        string[] split = strText.Split('|');

        int nAmount = split.Length;
        int i;

        for (i = 0; i < nAmount; ++i)
        {
            ProjectileInfo stInfo = new ProjectileInfo();
            string[] spInfos = split[i].Split(',');
            if (spInfos.Length != 4)
            {
                Debug.Log("ProjectileConfig Load spInfos.Length != 4\n");
            }
            else
            {
                stInfo.strName          = spInfos[0];
                stInfo.nSpeed           = int.Parse(spInfos[1]);
                stInfo.strEffectName    = spInfos[2];
                stInfo.strGroundEffect  = spInfos[3];

                m_dicProjectileInfo[stInfo.strName] = stInfo;
            }
        }
    }
Exemple #2
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    private static Projectile ConfigureProjectile(ProjectileInfo info, ref Projectile projectile, int currentProjectile = 0)
    {
        switch (info.spreadType)
        {
        case ProjectileSpreadType.None:

            break;

        case ProjectileSpreadType.Random:
            float error = Random.Range(info.error, -info.error);

            projectile.transform.rotation = Quaternion.Euler(projectile.transform.rotation.x, error, projectile.transform.rotation.z);
            break;

        case ProjectileSpreadType.EvenlySpread:

            float errorRange     = info.error;
            float percentOfRange = info.projectileCount / errorRange;

            float offset = currentProjectile == 0 && info.projectileCount.IsOdd() ? 0 : (currentProjectile + 1) * percentOfRange;

            projectile.transform.rotation = Quaternion.Euler(projectile.transform.rotation.x, offset, projectile.transform.rotation.z);

            break;
        }

        return(projectile);
    }
 public void SetProjectileInfo(ProjectileInfo info)
 {
     type = info.type;
     renderer.material    = info.projectileMaterial;
     rb.mass              = info.mass;
     transform.localScale = Vector3.one * info.baseSize * transform.localScale.x / transform.lossyScale.x;
 }
Exemple #4
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    private void Spawn(ProjectileInfo info, Vector3 position, Vector3 direction, string target, CharacterState own)
    {
        if (count == capacity)
        {
            return;
        }

        const float angle = 15f;

        Quaternion rot = Quaternion.identity;

        for (int i = 0; i < info.spreadAmount; i++)
        {
            if (count == capacity)
            {
                break;
            }

            projectiles[count].position  = position;
            projectiles[count].direction = rot * direction;
            projectiles[count].distance  = 0f;
            projectiles[count].info      = info;
            projectiles[count].target    = target;
            projectiles[count].own       = own;
            count++;

            rot = Quaternion.AngleAxis(Random.Range(-angle, angle), Vector3.up) *
                  Quaternion.AngleAxis(Random.Range(-angle, angle), Vector3.right) *
                  Quaternion.AngleAxis(Random.Range(-angle, angle), Vector3.forward);
        }
    }
Exemple #5
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    public static Projectile CreateProjectile(ProjectileInfo info, Constants.EffectOrigin location, GameObject source, int currentProjectile = 0)
    {
        Vector3    spawnPoint;
        Quaternion spawnRot = Quaternion.identity;

        if (location != Constants.EffectOrigin.MousePointer)
        {
            Transform point = source.Entity().effectDelivery.GetOriginPoint(location);
            spawnPoint = point.position;
            spawnRot   = point.rotation;
        }
        else
        {
            spawnPoint = source.transform.position;
        }

        Projectile loadedProjectile = LoadAndSpawnProjectile(info.prefabName, spawnPoint, spawnRot);

        if (loadedProjectile == null)
        {
            return(null);
        }

        return(ConfigureProjectile(info, ref loadedProjectile, currentProjectile));
    }
Exemple #6
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    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "HurtBox")
        {
            if (other.gameObject.layer == 10) //if hurtbox is on enemy layer
            {
                Enemy enemy  = other.gameObject.transform.root.GetComponentInChildren <Enemy>();
                float damage = enemy.currentAttack.damage;
                HurtPlayer(damage);

                //will poison the player for a while if the attack poisons
                if (enemy.currentAttack.status == PlayerManager.StatusEffect.poisoned)
                {
                    if (Random.Range(0, 1f) <= enemy.currentAttack.statusChance)
                    {
                        //Player becomes poisoned
                        PlayerManager.Instance.currentStatus = PlayerManager.StatusEffect.poisoned;
                        poisonTimer     = 10.0f;
                        poisonPainTimer = 0;

                        PlayerManager.Instance.playerTex.SetColor("_Tint", new Color(0, 1f, 0.75f, 1f));
                        PlayerManager.Instance.playerTexTrans.SetColor("_Tint", new Color(0, 1f, 0.75f, 1f));
                        PlayerManager.Instance.poisonBubbles.Play();
                    }
                }
            }
            else if (other.gameObject.layer == 11) //if hurtbox is on enemyProjectile layer
            {
                ProjectileInfo projectile = other.GetComponentInParent <ProjectileInfo>();
                HurtPlayer(projectile.damage);
            }
        }
    }
Exemple #7
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 public ShooterInfo(MechaType mechaType, float fireInterval, float maxRange, ProjectileInfo projectileInfo)
 {
     MechaType      = mechaType;
     FireInterval   = fireInterval;
     MaxRange       = maxRange;
     ProjectileInfo = projectileInfo;
 }
Exemple #8
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    private void OnProjectileSpawned(int projectileOwnerIndex, int projectileIndex, int projectileType, Vector3 spawnPosition, Vector3 spawnRotation, bool isControlledByServer)
    {
        PlayerData     myPlayerData      = FindPlayerDataWithShipIndex(projectileOwnerIndex);
        ProjectileInfo newProjectileInfo = new ProjectileInfo();

        newProjectileInfo.projectileOwnerIndex = projectileOwnerIndex;
        newProjectileInfo.projectileIndex      = projectileIndex;
        newProjectileInfo.projectileType       = projectileType;

        myPlayerData.spawnedProjectiles.Add(newProjectileInfo);

        if (projectileType == 0)
        {
            myPlayerData.projectileTypeZeroSpawns++;
        }
        else if (projectileType == 1)
        {
            myPlayerData.projectileTypeOneSpawns++;
        }
        else if (projectileType == 2)
        {
            myPlayerData.projectileTypeTwopawns++;
        }
        else if (projectileType == 3)
        {
            myPlayerData.projectileTypeThreeSpawns++;
        }
    }
    // it is assumed the current projectile is a generic projectile with an empty reference behaviour to fill up
    public void Clone(Projectile p_projectile, ProjectileInfo p_projectileInfo, List <ProjectileBehaviour> p_extraBehaviours)
    {
        p_projectile.LoadComponents();
        LoadComponents();

        SpriteRenderer render   = m_render;
        BoxCollider2D  collider = m_boxCollider;

        render.sprite   = p_projectile.m_render.sprite;
        collider.size   = p_projectile.m_boxCollider.size;
        collider.offset = p_projectile.m_boxCollider.offset;

        // this will overwrite any assignment done to this projectile beforehand
        p_projectile.Copy(typeof(Projectile), gameObject);

        m_render           = render;
        m_boxCollider      = collider;
        m_info             = p_projectileInfo;
        m_behaviourManager = GetComponent <BehaviourManager>();
        m_behaviourManager.m_behaviours = new Dictionary <ProjectileBehaviour, bool>();

        foreach (ProjectileBehaviour behaviour in m_info.m_behaviours)
        {
            m_behaviourManager.m_behaviours.Add(behaviour, false);
        }

        foreach (ProjectileBehaviour behaviour in p_extraBehaviours)
        {
            m_behaviourManager.m_behaviours.Add(behaviour, false);
        }

        m_original = p_projectile;
    }
Exemple #10
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    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "HurtBox")
        {
            if (other.gameObject.layer == 10) //if hurtbox is on enemy layer
            {
                EnemyLogic enemy = other.GetComponentInParent <EnemyLogic>();
                if (enemy.currentAttack.getAttacking() && enemy.currentAttack.getCanHurt())
                {
                    PlayerManager.Instance.currentHealth -= enemy.currentAttack.damage;

                    Vector3 direction = transform.position - other.transform.root.position;
                    direction.y = 100.0f;
                    direction  *= 5.0f * enemy.currentAttack.knockbackMult;
                    float    time  = 0.2f;
                    object[] array = { direction, time };
                    SendMessage("PlayerKnockback", array);
                }
            }
            else if (other.gameObject.layer == 11) //if hurtbox is on enemyProjectile layer
            {
                ProjectileInfo projectile = other.GetComponentInParent <ProjectileInfo>();

                PlayerManager.Instance.currentHealth -= projectile.damage;

                Vector3 direction = transform.position - other.transform.root.position;
                direction.y = 100.0f;
                direction  *= 5.0f * projectile.knockbackMult;
                float    time  = 0.2f;
                object[] array = { direction, time };
                SendMessage("PlayerKnockback", array);
            }
        }
    }
    IEnumerator Spawn()
    {
        SpawnableObject.CurrentNumberOfObjects = 0;
        while (amountOfObjectsToSpawn > 0)
        {
            yield return(new WaitForSeconds(timeBetweenSpawns));

            int        objectNumber   = Random.Range(0, objectsForSpawn.Length);
            Vector3    randomPosition = Vector3.Lerp(leftBorder.position, rightBorder.position, Random.Range(0.0f, 1.0f));
            Quaternion randomRotation = Quaternion.Euler(new Vector3(0.0f, 0.0f, Random.Range(0.0f, 360.0f)));
            GameObject newObject      = Instantiate(objectsForSpawn[objectNumber].spawnObjectPrefab, randomPosition, randomRotation);
            newObject.transform.localScale = Vector3.one * objectsForSpawn[objectNumber].objectSize;
            Rigidbody objectRB = newObject.GetComponent <Rigidbody>();
            objectRB.mass = objectsForSpawn[objectNumber].objectMass;
            objectRB.drag = objectsForSpawn[objectNumber].objectDrag;
            if (types.Length > 0)
            {
                ProjectileInfo info = types[Random.Range(0, types.Length)];
                newObject.GetComponent <SpawnableObject>().ApplyType(info);
            }
            amountOfObjectsToSpawn--;
        }

        StartCoroutine(WaitForGameWon());
    }
Exemple #12
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    public void CreateProjectile(ProjectileInfo pi)
    {
        Vector3 AimPoint = pi.ProjectileAimDirection;

        if (pi.AimTowardsTarget)
        {
            Vector3 tp = pi.ProjectileAimDirection;
            if (GetComponent <OffenseAI>() != null && GetComponent <OffenseAI>().CurrentTarget != null)
            {
                tp = GetComponent <OffenseAI>().CurrentTarget.transform.position;
                Debug.Log("Targeting point: " + tp);
            }

            Vector3 newAimPoint = Vector2.ClampMagnitude(new Vector3(tp.x - transform.position.x, tp.y - transform.position.y), 1.0f);
            Debug.Log("Aim point: " + newAimPoint);
            Vector3 ViewVec = new Vector2(1f, 0f);
            if (GetComponent <Orientation>().FacingLeft)
            {
                ViewVec = new Vector3(-1f, 0f);
            }
            Debug.Log("Angle to point: " + Vector2.Angle(ViewVec, newAimPoint));
            if (Vector2.Angle(ViewVec, newAimPoint) < pi.MaxAngle)
            {
                AimPoint = new Vector2(Mathf.Abs(newAimPoint.x), newAimPoint.y);
            }
        }
        Projectile p = GetComponent <HitboxMaker>().CreateProjectile(pi.Projectile, pi.ProjectileCreatePos,
                                                                     AimPoint, pi.ProjectileSpeed,
                                                                     pi.Damage, pi.Stun, pi.HitboxDuration, pi.Knockback, true,
                                                                     pi.Element);

        p.PenetrativePower = pi.PenetrativePower;
    }
Exemple #13
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 public void InitializeProjectile(ProjectileInfo projectileInfo, Vector3 startPosition)
 {
     this.projectileInfo = projectileInfo;
     transform.position  = startPosition;
     transform.LookAt(transform.position + projectileInfo.fireDirection);
     projectileSphereCollider.radius = projectileInfo.colliderRadius;
 }
Exemple #14
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    public void SpawnProjectile()
    {
        GameObject projectile = projectilePool.GetNext();

        //Scaling constants for unit compatibility
        float projScale     = 0.5f;    //Projectile size scale
        float velocityScale = 1.5f;    //Muzzle velocity scale

        Vector3        shootFrom = GetBarrel().position;
        ProjectileInfo info      = projectile.GetComponent <ProjectileInfo>();

        info.startPosition = shootFrom;
        info.weaponInfo    = weaponInfo;

        AmmoTypeInfo ammoTypeInfo = info.GetComponent <AmmoTypeInfo>();

        //Projectile dimensions
        float projDiameter = ammoTypeInfo.caliber * projScale;
        float projLength   = projDiameter * (ammoTypeInfo.caliberToLength * 2.0f);

        projectile.transform.position   = shootFrom;
        projectile.transform.localScale = new Vector3(projDiameter, projLength, projDiameter);

        Rigidbody body = projectile.GetComponent <Rigidbody>();

        Vector3 direction = new Vector3(0, 0, weaponInfo.muzzleVelocity * velocityScale);

        projectile.transform.rotation = gameObject.transform.rotation * Quaternion.Euler(90.0f, 0.0f, 0.0f);
        body.velocity = gameObject.transform.rotation * direction;

        AudioSource audioSource = gameObject.GetComponent <AudioSource>();
        AudioClip   fireClip    = ammoTypeInfo.soundOnFire;

        audioSource.PlayOneShot(fireClip);
    }
Exemple #15
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    public void InitFromProjectileInfo(ProjectileInfo pi, GameObject parent, FactionHolder fh = null)
    {
        float deg = Mathf.Deg2Rad * parent.transform.rotation.eulerAngles.y;

        if (pi.AimTowardsTarget)
        {
        }
        else
        {
            transform.localPosition = transform.position + Orientation.OrientToVectorZ(pi.ProjectileCreatePos, deg);
        }
        AimPoint = Orientation.OrientToVectorZ(pi.ProjectileAimDirection, deg);

        ProjectileSpeed = pi.ProjectileSpeed;
        SetAimPoint(AimPoint);
        PenetrativePower = pi.PenetrativePower;
        Damage           = pi.Damage;
        Stun             = pi.Stun;
        Duration         = pi.HitboxDuration;
        AddElement(pi.Element);
        Knockback   = Orientation.OrientToVectorZ(pi.Knockback, deg);
        hitCallback = pi.hitCallback;
        if (fh != null)
        {
            fh.SetFaction(gameObject);
        }
        Creator = parent;
        Init();
    }
Exemple #16
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 public void ApplyDamage(ProjectileInfo projectileInfo, Unit unit)
 {
     if (unit.IsAlive && projectileInfo.Sender != unit)
     {
         unit.Stats.CurrentHealth.Value -= projectileInfo.Damage;
         DamageTaken?.Invoke(unit);
     }
 }
Exemple #17
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    public GameObject Spawn(ProjectileInfo info, float angle)
    {
        Quaternion projectileRotation = MathfExt.QuaternionFromAngle2D(angle);
        GameObject projectile         = ProjectileFactory.Create(info.ProjectileType, transform.position, projectileRotation, info.CollisionLayer);

        projectile.GetComponent <IProjectileLogic>().OnInitialize(info, projectileRotation * Vector2.up);
        return(projectile);
    }
 public void SetProjectileInfo(ProjectileInfo info)
 {
     projectileInfo = info;
     if (currentProjectile.transform.parent == placeForProjectile)
     {
         currentProjectile.SetProjectileInfo(projectileInfo);
     }
 }
    /// <summary>
    /// Change's projectile's rigidbody's velocity based on it's adjusted velocity vector and base speed.
    /// </summary>
    void SetVelocity()
    {
        ProjectileInfo pi = GetComponent <ProjectileInfo>();

        if (pi != null)
        {
            GetComponent <Rigidbody>().velocity = (transform.forward * pi.Speed) + adjustedVelocity;
        }
    }
Exemple #20
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        /// <inheritdoc />
        public int CreateProjectile(ProjectileInfo projectile)
        {
            ILivingEntity livingEntity = projectile.Owner;
            int           projectileId = livingEntity.Battle.LastProjectileId++;

            livingEntity.Battle.Projectiles.Add(projectileId, projectile);

            return(projectileId);
        }
Exemple #21
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    public void ActivateProjectile(string projectileName, Transform parentTransform, Vector3 direction)
    {
        projectileObjectList[activatedProjectileNumber].SetActive(true);
        ProjectileInfo projectileInfo = projectileDictionary[projectileName];

        projectileObjectList[activatedProjectileNumber].GetComponent <Projectile>().Set(activatedProjectileNumber, projectileInfo.speed,
                                                                                        projectileInfo.damage, projectileInfo.distance, parentTransform, direction, DataContainer.projectileAtlas.GetSprite(projectileName));
        activatedProjectileNumber++;
    }
    private static Projectile ConfigureProjectile(ProjectileInfo info, ref Projectile projectile, int currentProjectile = 0)
    {
        switch (info.spreadType)
        {
        case ProjectileSpreadType.None:

            break;

        case ProjectileSpreadType.Random:
            float error = Random.Range(info.error, -info.error);


            projectile.transform.rotation = Quaternion.Euler(
                projectile.transform.rotation.x,
                projectile.transform.rotation.y,
                error);


            //projectile.transform.rotation = Quaternion.Euler(projectile.transform.rotation.x, error, projectile.transform.rotation.z);
            break;

        case ProjectileSpreadType.EvenlySpread:

            float errorRange     = info.error;
            float percentOfRange = info.projectileCount / errorRange;

            float newOffset = /*(currentProjectile + 1) +*/ info.error /** percentOfRange*/;
            if (currentProjectile == 0 && info.projectileCount.IsOdd())
            {
                newOffset = 0f;
            }

            if (currentProjectile.IsOdd())
            {
                //newOffset = (currentProjectile - 1) + info.error;
                newOffset *= -1f;
            }


            float offset = currentProjectile == 0 && info.projectileCount.IsOdd() ? 0 : (currentProjectile) * percentOfRange;

            Debug.Log((newOffset) + " is the current offset");

            projectile.transform.rotation = Quaternion.Euler(
                projectile.transform.rotation.x,
                projectile.transform.rotation.y,
                newOffset);


            //projectile.transform.rotation = Quaternion.Euler(projectile.transform.rotation.x, offset, projectile.transform.rotation.z);

            break;
        }

        return(projectile);
    }
Exemple #23
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    public IEnumerator Fire(Robot caster, Vector3 dir, bool isReallyFire)
    {
        #region Wait for Pre delay
        state = State.PreDelay;

        // 20 02 09 내 캐릭터의 경우, preDelay + Rtt 만큼 더 기다림.
        yield return(new WaitForSeconds(preDelay));

        #endregion

        if (isReallyFire)
        {
            #region 투사체 발사

            // 20 02 09 체력이 0 이상이고, CC기 맞은 상태가 아닐 경우 투사체 발사.
            // cc기 피격 또는 사망시 코루틴을 아예 중지해 버리면 쿨타임 계산을 다시 해주어야 하므로 투사체만 발사하지 않는것으로 작성.
            // 상기 상황시 Character.cs 에서 character state 바뀌고, character state에 따라 EffectController.cs에서 사망/CC 애니메이션 재생함
            if (caster.GetState != Robot.State.Die && caster.GetState != Robot.State.CC)
            {
                // 스킬 발사 상태 변경 2020 01 30
                state = State.Fire;

                ProjectileInfo info     = ProjectileInfo(caster, dir);
                Vector3        spawnPos = caster.transform.position + new Vector3(0, 1.1f, 0);

                Projectile projectile = UnityEngine.Object.Instantiate(proj, spawnPos, Quaternion.identity);
                projectile.Initialize(info);
            }
            #endregion
        }

        caster.ShowMuzzleEffect(true);
        SoundManager.instance.PlaySound("RobotAttack", 0.1f);

        #region Wait for Post Delay
        yield return(new WaitForSeconds(postDelay));

        caster.ShowMuzzleEffect(false);
        #endregion

        state = State.CoolDown;

        #region Cool Down...
        remainCool = coolDown;

        while (remainCool > 0)
        {
            remainCool -= Time.fixedDeltaTime;
            yield return(new WaitForFixedUpdate());
        }

        remainCool = 0;
        #endregion

        state = State.Idle;
    }
Exemple #24
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        public void EmitProjectile(ProjectileInfo projectileInfo)
        {
            MechaComponent mc = ClientBattleManager.Instance.FindMechaComponent(projectileInfo.ParentExecuteInfo.MechaComponentInfo.GUID);

            if (mc != null && !mc.MechaInfo.IsDead)
            {
                Transform dummyPos = mc.DummyPosDict[projectileInfo.ProjectileConfig.DummyPos];
                ShootProjectile(projectileInfo, dummyPos.position, dummyPos.forward, dummyPos);
            }
        }
Exemple #25
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        private Projectile ShootProjectile(ProjectileInfo projectileInfo, Vector3 from, Vector3 dir, Transform dummyPos)
        {
            Projectile projectile = GameObjectPoolManager.Instance.ProjectileDict[projectileInfo.ProjectileType].AllocateGameObject <Projectile>(Root);

            projectile.transform.position = from;
            projectile.transform.LookAt(from + dir);
            projectile.Initialize(projectileInfo);
            projectile.Launch(dummyPos);
            return(projectile);
        }
    public override void Execute(GameObject go, ProjectileInfo proj, PointInfo info)
    {
        var health = go.GetComponent <PlayerHealth>();

        if (health == null)
        {
            return;
        }
        health.SetDamage(this.damage, proj.weapon.owner);
    }
    public void SetProjectileInfo(ProjectileInfo info, string owner, float scale)
    {
        transform.localScale = new Vector3(scale, transform.localScale.y, transform.localScale.z);
        this.owner           = owner;
        this.tag             = owner;
        pInfo            = info;
        pInfo.velocity.x = Mathf.Abs(pInfo.velocity.x) * scale;

        gameObject.SetActive(true);
    }
Exemple #28
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    public virtual ProjectileInfo Clone()
    {
        ProjectileInfo info = new ProjectileInfo();

        info.CollisionLayer = CollisionLayer;
        info.InitialSpeed   = InitialSpeed;
        info.ProjectileType = ProjectileType;
        info.Damage         = Damage;
        return(info);
    }
    //private List<GameObject> AllProjectiles = new List<GameObject>();

    public Projectile ShootProjectile(ProjectileInfo projectileInfo, Vector3 from, Vector3 dir)
    {
        Projectile projectile = GameObjectPoolManager.Instance.ProjectileDict[projectileInfo.ProjectileType].AllocateGameObject <Projectile>(transform);

        projectile.transform.position = from;
        projectile.transform.LookAt(from + dir);
        projectile.Initialize(projectileInfo);
        StartCoroutine(Co_ShootProjectile(projectile));
        return(projectile);
    }
Exemple #30
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    public void OnInitialize(ProjectileInfo _info, Vector2 direction)
    {
        var info = _info as GrenadeBulletInfo;

        _bounceVelocityMultiplier = info.OnHitVeclocityMultiplier;
        _hopUp         = info.HopUpFactor;
        _explosionInfo = info.ExplosionInfo;
        Fire(direction.normalized * info.InitialSpeed);
        ExpireCheckCoroutineHandler = StartCoroutine(ExpireCheckCorutine());
    }
Exemple #31
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    private ProjectileInfo ProjectileInfo(Robot caster, Vector3 dir)
    {
        List <SkillEffect> effects = new List <SkillEffect>();

        effect.amount = -(int)caster.GetStatus.ATK;
        effects.Add(effect);

        ProjectileInfo info = new ProjectileInfo(caster.CampNum, dir, speed, range, size, 0, TargetType.Enemy, TargetNum.One, effects);

        return(info);
    }
	public BaseInfo()
	{
		attackEffectInfo = new ActionEffectInfo();
		animationInfo = new AnimationInfo();
		audioInfo = new AudioInfo();
		
		attackModifierIcons = new List<string>();
		
		projectileInfo = null;
	}