public void shootTo(TDActor actor) { TDDamage damage = getTowerDamage(); TDProjectile projectile = createProjectile(); projectile.m_damage = damage; projectile.setTarget(actor); }
public TDDamage clone(TDActor target) { TDDamage newDamage = new TDDamage(m_type, m_firstDamage, m_contDamagePerSec); newDamage.setTarget(target); return(newDamage); }
public override void setTarget(TDActor target) { GameObject newTarget = (GameObject) Instantiate(m_prefabFakeTarget, target.gameObject.transform.position, new Quaternion()); TDActor actor = newTarget.GetComponent<TDActor>(); base.setTarget(actor); m_target.transform.position = new Vector3(m_target.transform.position.x, 0f, m_target.transform.position.z); Vector3 dir = m_target.transform.position - transform.position; dir.y = 0f; m_startDistance = dir.magnitude; m_pathGone = 0f; }
override public void receiveDamage(TDDamage damage, TDActor source) { base.receiveDamage(damage, source); if (null != source) { TDWorld world = TDWorld.getWorld(); TDHero hero = world.getTDHero(); if (source == hero) { m_state = State.eFightHero; } } }
public override void setTarget(TDActor target) { GameObject newTarget = (GameObject) Instantiate(m_prefabFakeTarget, target.gameObject.transform.position, new Quaternion()); TDActor actor = newTarget.GetComponent<TDActor>(); base.setTarget(actor); actor.transform.position = target.gameObject.transform.position; Vector3 startDir = m_target.transform.position - transform.position; startDir.y = 0; m_startDistance = startDir.magnitude; m_pathGone = 0f; m_startHeight = transform.position.y; m_endHeight = m_target.transform.position.y; }
public override void receiveDamage(TDDamage damage, TDActor source) { base.receiveDamage(damage, source); if (null != source) { TDWorld world = TDWorld.getWorld(); TDHero hero = world.getTDHero(); if (source == hero) { m_state = State.eFightHero; } } }
public override void setTarget(TDActor target) { GameObject newTarget = (GameObject)Instantiate(m_prefabFakeTarget, target.gameObject.transform.position, new Quaternion()); TDActor actor = newTarget.GetComponent <TDActor>(); base.setTarget(actor); m_target.transform.position = new Vector3(m_target.transform.position.x, 0f, m_target.transform.position.z); Vector3 dir = m_target.transform.position - transform.position; dir.y = 0f; m_startDistance = dir.magnitude; m_pathGone = 0f; }
public TDDamage clone(TDActor target) { TDDamage newDamage = new TDDamage(m_type, m_firstDamage, m_contDamagePerSec); newDamage.setTarget(target); return newDamage; }
public void setTarget(TDActor target) { m_target = target; m_startTime = Time.time; m_firstTime = true; }
public virtual void receiveDamage(TDDamage damage, TDActor source) { receiveModifier(damage); }
public virtual void setTarget(TDActor target) { m_target = target; m_recDistance = (m_target.transform.position - transform.position).magnitude; }
virtual public void receiveDamage(TDDamage damage, TDActor source) { receiveModifier(damage); }