Esempio n. 1
0
    void PointRender()
    {
        switch (item.MissileFlight)
        {
        case MissileFlight.curve:
            IPS_RangeFunction.PointRender(data, item.Battle.range, MissileFlight.curve);
            break;

        case MissileFlight.simply:
            IPS_RangeFunction.PointRender(data, item.Battle.range, MissileFlight.simply);
            break;

        case MissileFlight.none:
            IPS_RangeFunction.PointRender(data, item.Battle.range, MissileFlight.none);
            break;
        }

        if (item.AreaAttack && data.lineRender[0].enabled)
        {
            DrawAreaAttack();
        }
        else
        {
            data.lineRender[2].enabled = false;
        }
    }
Esempio n. 2
0
    void PointRender()
    {
        switch (data.slotIndex)
        {
        case 1:
            if (data.weapons.w1.missileFlight == MissileFlight.curve)
            {
                IPS_RangeFunction.PointRender(data, GetMinRange(), MissileFlight.curve);
            }
            else
            {
                IPS_RangeFunction.PointRender(data, GetMinRange(), MissileFlight.simply);
            }
            break;

        case 2:
            if (data.weapons.w2.missileFlight == MissileFlight.curve)
            {
                IPS_RangeFunction.PointRender(data, GetMinRange(), MissileFlight.curve);
            }
            else
            {
                IPS_RangeFunction.PointRender(data, GetMinRange(), MissileFlight.simply);
            }
            break;

        case 3:
            IPS_RangeFunction.PointRender(data, GetMinRange(), MissileFlight.simply);
            break;
        }
    }
Esempio n. 3
0
    public void Enter(PlayerMachine.Data playerControll)
    {
        data          = playerControll;
        data.distance = 0;

        var gui = Object.FindObjectOfType <GUIControll>();

        gui.GUIEnabled.mission.Distance.SetActive(false);

        SetWeapons();
        IPS_RangeFunction.DrawRange(data, GetMinRange(), data.agent.transform.position);
        AttackCost();
        result = null;
    }
Esempio n. 4
0
    public void Enter(PlayerMachine.Data playerControll)
    {
        result    = null;
        data      = playerControll;
        item      = (IThrow)data.character.Equipment.ItemSlots.Items[data.slotIndex].item;
        data.cost = 1;
        data.lineRender[0].enabled = false;
        data.lineRender[1].enabled = false;
        data.lineRender[2].enabled = false;
        var gui = Object.FindObjectOfType <GUIControll>();

        gui.GUIEnabled.mission.Distance.SetActive(false);
        ColorLine(Color.white);
        IPS_RangeFunction.DrawRange(data, item.Battle.range, data.agent.transform.position);
    }
Esempio n. 5
0
 public IPlayerState Execute()
 {
     Target();
     IPS_RangeFunction.PointRender(data, GetMinRange(), MissileFlight.none);
     return(result);
 }