internal override void getHitSpecific(GameObject attacker, byte atackType) { Vector3 dirToMonster = Vector3.Normalize(attacker.transform.position - transform.position); float angle = ShaderXDXD.AngleBetweenVector2(transform.forward, dirToMonster); byte index = 0; if (angle < 0f) { angle += 360; } if (angle <= 45) { index = 0; // frontal } else if (angle <= 135) { index = 3; // izquierda } else if (angle <= 225) { index = 2; //atras } else if (angle <= 315) { index = 1; // Derecha } else if (angle > 315) { index = 0; } Damage[index].letsDoFade(); }
internal void Spawn(ShaderXDXD render) { scriptRender = render; Spawn(); }