protected override IEnumerator Charge()
    {
        isCharging = true;
        if (!CheckIfFriendly())
        {
            if (refManager.GetType() == typeof(AIReferenceManager))
            {
                AIReferenceManager tempManager = (AIReferenceManager)refManager;
                tempManager.ai.StopAgent();
            }
        }
        yield return(new WaitForSeconds(chargeTime));

        if (!CheckIfFriendly())
        {
            if (refManager.GetType() == typeof(AIReferenceManager))
            {
                AIReferenceManager tempManager = (AIReferenceManager)refManager;
                tempManager.ai.StartAgent();
            }
        }
        isCharging = false;

        if (!isFiring)
        {
            StartCoroutine(Firing());
        }
    }
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    protected override void Start()
    {
        base.Start();
        AIReferenceManager aiRefManager = (AIReferenceManager)refManager;

        ResetSpawnpoints();
        for (int i = 0; i < aiRefManager.currentChallengeTier.spawnCount; i++)
        {
            beams.Add(Instantiate(beamPrefab));
            Transform spawnPosition = GetSpawnPosition();
            UpdateTransform(beams[i].transform, spawnPosition);
            beams[i].Initialize(initialDamage, refManager.enemyTag.ToString(), refManager.friendlyTag.ToString(), afterEffects, spawnPosition);
            beams[i].gameObject.SetActive(false);
        }
    }
Esempio n. 3
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    protected override void OnEnable()
    {
        base.OnEnable();
        ai = GetComponent <StatusEffects>();

        aiRefManager = refManager as AIReferenceManager;
        if (aiRefManager.currentChallengeTier)
        {
            health = aiRefManager.currentChallengeTier.health;
        }

        foreach (Limb limb in transform.GetComponentsInChildren <Limb>())
        {
            limbs.Add(limb);
        }
    }
    public override void InitializeAbilityStats(Ability _ability)
    {
        SustainedHealingAI ability = _ability as SustainedHealingAI;

        for (int i = 0; i < ability.beams.Count; i++)
        {
            SustainedHealing sustainedHealing = ability.beams[i] as SustainedHealing;
            sustainedHealing.range = range;
            ability.refManager.stats.personalSpaceRange = range - 2;
            AIReferenceManager refManager = ability.refManager as AIReferenceManager;
            refManager.ai.agent.stoppingDistance = range - 2;
            sustainedHealing.healAmount          = healAmount;
            sustainedHealing.effectFrequency     = healingFrequency;
            sustainedHealing.transform.root.GetComponent <NavMeshAgent>().speed = speed;
        }
    }