protected override void OnAddingEffect( ) { LastingShootTarget slow = m_action.iceballPrefab.GetComponent <LastingShootTarget>(); slow.time = m_time; slow.d = m_slowRate; }
public void OnTriggerEnter(Collider collider) { if (isFirst && collider.transform.GetInstanceID() == m_shoot.target.GetInstanceID()) { // reset it for next usage isFirst = false; targets = PlayerData.GetInstance().action.targets; for (int i = 0; i < targets.Count; i++) { // a enemy that has been attacked by a fire ball will not be attacked by a splited fire ball if (targets[i].GetInstanceID() == collider.gameObject.GetInstanceID()) { continue; } // split this orbs GameObject orb = PoolManager.GetInstance().GetPool(name).GetObject(transform.position); LastingShootTarget shoot = orb.GetComponent <LastingShootTarget>(); shoot.target = targets[i].transform; shoot.sizeY = targets[i].GetComponent <Collider>().bounds.size.y / 2; shoot.atk = PlayerData.GetInstance().GetAttributeValue(GameCode.BasicAttributeName.Intelligence) + m_shoot.atk / targets.Count; SplitFireBall split = orb.GetComponent <SplitFireBall>(); split.isFirst = false; } } }
protected override void OnAddingEffect( ) { LastingShootTarget firingEffect = m_action.fireballPrefab.GetComponent <LastingShootTarget>(); firingEffect.time = m_time; firingEffect.d = m_atk; }
protected override void OnAddingEffect( ) { orbsType = fuckRPGLib.GameCode.OrbsType.SlowDown; LastingShootTarget sst = m_action.orbsPrefabs[(int)GameCode.OrbsType.SlowDown].GetComponent <LastingShootTarget>(); sst.time = m_duration; sst.d = m_slowDownRate; }