public override IEnumerator Execute(PlayerManager pm, CardActionExecutor cae, int currentAction) { Vector3Int[] enemyAdjs = GridHelper.GetAdjacentTiles(pm.EnemyCoords()); List <Vector3Int> standableTiles = new List <Vector3Int>(); for (int i = 0; i < enemyAdjs.Length; ++i) { if (GridHelper.CanStandOn(enemyAdjs[i])) { standableTiles.Add(enemyAdjs[i]); } } if (standableTiles.Count > 0) { int random = Random.Range(0, standableTiles.Count); Pommel pommel = PhotonNetwork.Instantiate( "Prefabs/Items/Pommel", GridHelper.grid.CellToWorld(standableTiles[random]), Quaternion.identity).GetComponent <Pommel>(); pommel.photonView.RPC("SetSpawner", RpcTarget.All, pm.photonView.ViewID); } cae.cardPlayState[currentAction] = 1; yield return(null); }
public Sword(int _bladeWeaponSet, int _gripWeaponSet, int _guardWeaponSet, int _pommelWeaponSet) { // transform.gameObject.AddComponent<Blade> (); // transform.gameObject.AddComponent<Grip> (); // transform.gameObject.AddComponent<Guard> (); // transform.gameObject.AddComponent<Pommel> (); // // blade = transform.gameObject.GetComponent<Blade> (); // grip = transform.gameObject.GetComponent<Grip> (); // guard = transform.gameObject.GetComponent<Guard> (); // pommel = transform.gameObject.GetComponent<Pommel> (); blade = new Blade (_bladeWeaponSet); grip = new Grip (_gripWeaponSet); guard = new Guard (_guardWeaponSet); pommel = new Pommel (_pommelWeaponSet); }