public override void Initialize(GameObject obj) { launcher = obj.GetComponent<ProjectileShootTriggerable>(); //launcher.bulletPrefab = bullet; launcher.burstOfBullets = burstOfBullets; launcher.castTime = castTime; //launcher.projectileForce = projectileForce; // launcher.projectile = projectile; }
private ProjectileShootTriggerable launcher; //Variable that will contain the ProjectileShootTriggerable script //This is the override method for Initalizeing the ability (This takes a GameObject called obj.... this is where the WeaponHolders are passed in to access the correct script etc.) public override void Initialize(GameObject obj) { launcher = obj.GetComponent <ProjectileShootTriggerable>(); //Sets the launcher variable to the ProjectileShootTriggerable script on the passed gameObject launcher.projectileForce = projectileForce; //This sets the launchers projectile force to the abilities projectile force variable launcher.projectile = projectile; //This will set the launchers (WeaponHolder's ProjectileShootTriggerable) projectile to the projectile assigned to the scriptable object (Again this is the prefab that will be spawned when a ability is used) launcher.projectile.useGravity = useGravity; //This sets the projectile's gravity bool to the abilities useGravity bool }
public override void Initialize(GameObject obj) { launcher = obj.GetComponent <ProjectileShootTriggerable>(); launcher.projectileForce = projectileForce; launcher.projectile = projectile; }