public override void InitializeAbilityStats(Ability _ability) { SustainedTotemAI ability = _ability as SustainedTotemAI; for (int i = 0; i < ability.beams.Count; i++) { SustainedBeam sustained = ability.beams[i]; sustained.damage = damage; sustained.effectFrequency = damageFrequency; sustained.hitRadius = beamSize; } }
public override void InitializeAbilityStats(Ability _ability) { SustainedAI ability = _ability as SustainedAI; for (int i = 0; i < ability.beams.Count; i++) { SustainedBeam sustained = ability.beams[i]; sustained.damage = damage; sustained.effectFrequency = damageFrequency; ability.chargeTime = chargeTime; sustained.hitRadius = beamSize; AnimationCurve curve = new AnimationCurve(); curve.AddKey(0, beamSize); curve.AddKey(1, beamSize); Debug.Log("Curve Size " + curve[1]); sustained.beamRenderer.widthCurve = curve; ability.effectLength = effectDuration; } }