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; } }
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; } }
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; }
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); }
public IPlayerState Execute() { Target(); IPS_RangeFunction.PointRender(data, GetMinRange(), MissileFlight.none); return(result); }