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();
    }
Exemple #2
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 internal void Spawn(ShaderXDXD render)
 {
     scriptRender = render;
     Spawn();
 }