Esempio n. 1
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        public virtual void PerformAOETick(IAbilityCaster source, GameObject target, float outputShare, AbilityEffectContext abilityEffectInput, float castDelay)
        {
            //Debug.Log(resourceName + ".AOEEffect.PerformAbilityEffect(): outputShare: " + outputShare);
            AbilityEffectContext modifiedOutput = GetSharedOutput(outputShare, abilityEffectInput);

            (source as MonoBehaviour).StartCoroutine(WaitForTickDelay(source, target, modifiedOutput, castDelay));
        }
Esempio n. 2
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        public override bool Cast(IAbilityCaster source, Interactable target, AbilityEffectContext abilityEffectContext)
        {
            if (target == null)
            {
                return(false);
            }
            bool returnResult = base.Cast(source, target, abilityEffectContext);

            if (returnResult == true)
            {
                if (target != null)
                {
                    GatheringNodeComponent gatheringNodeComponent = GatheringNodeComponent.GetGatheringNodeComponent(target);
                    if (gatheringNodeComponent != null)
                    {
                        gatheringNodeComponent.Gather();
                    }
                }
                else
                {
                    //Debug.Log(MyName + ".GatherAbility.Cast(): target was null");
                }
            }
            return(returnResult);
        }
Esempio n. 3
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        public override bool CanUseOn(Interactable target, IAbilityCaster source, AbilityEffectContext abilityEffectContext = null, bool playerInitiated = false, bool performRangeCheck = true)
        {
            if (target == null)
            {
                return(false);
            }
            CharacterUnit characterUnit = CharacterUnit.GetCharacterUnit(target);

            if (characterUnit == null)
            {
                return(false);
            }
            if (characterUnit.BaseCharacter.CharacterStats.IsAlive == false && characterUnit.BaseCharacter.CharacterStats.IsReviving == false)
            {
                return(true);
            }
            if (characterUnit.BaseCharacter.CharacterStats.IsAlive == true)
            {
                if (playerInitiated)
                {
                    source.AbilityManager.ReceiveCombatMessage("Cannot cast " + resourceName + ". Target is already alive");
                }
            }
            if (characterUnit.BaseCharacter.CharacterStats.IsReviving == true)
            {
                if (playerInitiated)
                {
                    source.AbilityManager.ReceiveCombatMessage("Cannot cast " + resourceName + ". Target is already reviving");
                }
            }
            return(false);
        }
Esempio n. 4
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        public override void CastTick(IAbilityCaster source, Interactable target, AbilityEffectContext abilityEffectContext)
        {
            //Debug.Log(DisplayName + ".PetControlEffect.CastTick()");
            base.CastTick(source, target, abilityEffectContext);

            CheckPetSpawn(source, target, abilityEffectContext);
        }
Esempio n. 5
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        public virtual void PerformAOEComplete(IAbilityCaster source, Interactable target, float outputShare, AbilityEffectContext abilityEffectInput, float castDelay)
        {
            //Debug.Log(abilityEffectName + ".AOEEffect.PerformAbilityEffect(): outputShare: " + outputShare);
            AbilityEffectContext modifiedOutput = GetSharedOutput(outputShare, abilityEffectInput);

            (source as MonoBehaviour).StartCoroutine(WaitForCompleteDelay(source, target, modifiedOutput, castDelay));
        }
Esempio n. 6
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 public override void PerformAbility(IAbility ability, GameObject target, AbilityEffectContext abilityEffectContext)
 {
     //Debug.Log(gameObject.name + ".PlayerAbilityManager.PerformAbility(" + ability.MyName + ")");
     base.PerformAbility(ability, target, abilityEffectContext);
     // DON'T DO GCD ON CASTS THAT HAVE TIME BECAUSE THEIR CAST TIME WAS ALREADY A TYPE OF GLOBAL COOLDOWN
     OnPerformAbility(ability);
     SystemEventManager.MyInstance.NotifyOnAbilityUsed(ability as BaseAbility);
     (ability as BaseAbility).NotifyOnAbilityUsed();
 }
Esempio n. 7
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        /// <summary>
        /// Does the actual work of hitting the target with an ability
        /// </summary>
        /// <param name="ability"></param>
        /// <param name="source"></param>
        /// <param name="target"></param>
        public override void PerformAbilityHit(IAbilityCaster source, GameObject target, AbilityEffectContext abilityEffectInput)
        {
            //Debug.Log(resourceName + ".ResurrectEffect.PerformAbilityEffect(" + source.name + ", " + (target == null ? "null" : target.name) + ") effect: " + resourceName);
            AbilityEffectContext abilityEffectOutput = new AbilityEffectContext();

            abilityEffectOutput.groundTargetLocation = abilityEffectInput.groundTargetLocation;
            ResurrectTarget(target);
            base.PerformAbilityHit(source, target, abilityEffectOutput);
        }
Esempio n. 8
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        public void CheckPetSpawn(IAbilityCaster source, GameObject target, AbilityEffectContext abilityEffectInput)
        {
            //Debug.Log(MyName + ".PetEffect.CheckPetSpawn()");
            List <CharacterUnit> unitsToRemove = new List <CharacterUnit>();

            foreach (CharacterUnit characterUnit in petUnits)
            {
                //if (characterUnit != null) {
                if (characterUnit.MyCharacter.CharacterStats.IsAlive == false)
                {
                    //Debug.Log(MyName + ".PetEffect.CheckPetSpawn(): ADDING DEAD PET TO REMOVE LIST");
                    unitsToRemove.Add(characterUnit);
                }
                //}
            }
            foreach (CharacterUnit characterUnit in unitsToRemove)
            {
                //Debug.Log(MyName + ".PetEffect.CheckPetSpawn(): REMOVING DEAD PET");
                petUnits.Remove(characterUnit);
            }
            if (petUnits.Count == 0)
            {
                //Debug.Log(MyName + ".PetEffect.CheckPetSpawn(): SPAWNING PETS");
                // spawn pet
                List <AbilityEffect> castList = new List <AbilityEffect>();
                foreach (AbilityEffect petEffect in realPetEffectList)
                {
                    //if (source.MyCharacterAbilityManager.HasAbility(petAbilityName)) {
                    if (SystemResourceManager.MatchResource(petEffect.DisplayName, DisplayName))
                    {
                        Debug.LogError(DisplayName + ".PerformAbilityEffects(): circular reference detected.  Tried to cast self.  CHECK INSPECTOR AND FIX ABILITY EFFECT CONFIGURATION!!!");
                    }
                    else
                    {
                        //Debug.Log(MyName + ".PetEffect.CheckPetSpawn(): adding to cast list");
                        castList.Add(petEffect);
                    }
                    //}
                }
                if (castList.Count > 0)
                {
                    //Debug.Log(MyName + ".PetEffect.CheckPetSpawn(): castlist.count: " + castList.Count);
                    Dictionary <PrefabProfile, GameObject> rawObjectList = PerformAbilityEffects(source, target, abilityEffectInput, castList);
                    foreach (KeyValuePair <PrefabProfile, GameObject> tmpObject in rawObjectList)
                    {
                        //Debug.Log(MyName + ".PetEffect.CheckPetSpawn(): LOOPING THROUGH RAW OBJECT LIST ");
                        CharacterUnit _characterUnit = tmpObject.Value.GetComponent <CharacterUnit>();
                        if (_characterUnit != null)
                        {
                            //Debug.Log(MyName + ".PetEffect.CheckPetSpawn(): ADDING PET TO UNIT LIST");
                            petUnits.Add(_characterUnit);
                        }
                    }
                }
            }
        }
Esempio n. 9
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 public void Initialize(float velocity, IAbilityCaster source, GameObject target, Vector3 positionOffset, AbilityEffectContext abilityEffectInput)
 {
     //Debug.Log("ProjectileScript.Initialize(" + velocity + ", " + source.name + ", " + (target == null ? "null" : target.name) + ", " + positionOffset + ")");
     this.source             = source;
     this.velocity           = velocity;
     this.target             = target;
     this.positionOffset     = positionOffset;
     this.abilityEffectInput = abilityEffectInput;
     initialized             = true;
 }
Esempio n. 10
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        public override bool Cast(IAbilityCaster source, Interactable target, AbilityEffectContext abilityEffectContext)
        {
            //Debug.Log("CraftAbility.Cast(" + (target ? target.name : "null") + ")");
            bool returnResult = base.Cast(source, target, abilityEffectContext);

            if (returnResult == true)
            {
                CraftingUI.MyInstance.CraftNextItemWait();
            }
            return(returnResult);
        }
Esempio n. 11
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 public void Initialize(float velocity, IAbilityCaster source, Interactable target, Vector3 positionOffset, GameObject go, AbilityEffectContext abilityEffectContext)
 {
     //Debug.Log(gameObject.name + ".ProjectileScript.Initialize(" + velocity + ", " + source.AbilityManager.Name + ", " + (target == null ? "null" : target.name) + ", " + positionOffset + ")");
     projectileGameObject      = go;
     this.source               = source;
     this.velocity             = velocity;
     this.target               = target;
     this.positionOffset       = positionOffset;
     this.abilityEffectContext = abilityEffectContext;
     initialized               = true;
 }
Esempio n. 12
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        public override bool RecoverResource(AbilityEffectContext abilityEffectContext, PowerResource powerResource, int amount, IAbilityCaster source, bool showCombatText = true, CombatMagnitude combatMagnitude = CombatMagnitude.normal)
        {
            bool returnValue = base.RecoverResource(abilityEffectContext, powerResource, amount, source, showCombatText, combatMagnitude);

            if (returnValue == false)
            {
                return(false);
            }
            CombatLogUI.MyInstance.WriteSystemMessage("You gain " + amount + " " + powerResource.DisplayName);
            return(returnValue);
        }
Esempio n. 13
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        public override Dictionary <PrefabProfile, GameObject> Cast(IAbilityCaster source, GameObject target, GameObject originalTarget, AbilityEffectContext abilityEffectInput)
        {
            //Debug.Log(MyName + ".InstantEffect.Cast()");
            if (abilityEffectInput == null)
            {
                abilityEffectInput = new AbilityEffectContext();
            }
            Dictionary <PrefabProfile, GameObject> returnObjects = base.Cast(source, target, originalTarget, abilityEffectInput);

            PerformAbilityHit(source, target, abilityEffectInput);
            return(returnObjects);
        }
Esempio n. 14
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        protected virtual AbilityEffectContext GetSharedOutput(float outputShare, AbilityEffectContext abilityEffectInput)
        {
            AbilityEffectContext modifiedOutput = new AbilityEffectContext();

            foreach (ResourceInputAmountNode resourceInputAmountNode in abilityEffectInput.resourceAmounts)
            {
                modifiedOutput.AddResourceAmount(resourceInputAmountNode.resourceName, (int)(resourceInputAmountNode.amount * outputShare));
            }

            modifiedOutput.groundTargetLocation = abilityEffectInput.groundTargetLocation;
            return(modifiedOutput);
        }
Esempio n. 15
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        public override bool Cast(IAbilityCaster source, Interactable target, AbilityEffectContext abilityEffectContext)
        {
            // this code could lead to a situation where an instanteffect was allowed to perform its ability effects even if the wrong weapon was equipped.
            // need to change cast to a bool to pass that success or not up the casting stack
            bool castResult = base.Cast(source, target, abilityEffectContext);

            if (castResult)
            {
                PerformAbilityEffects(source, target, abilityEffectContext);
            }
            return(castResult);
        }
Esempio n. 16
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        public override bool TakeDamage(AbilityEffectContext abilityEffectContext, PowerResource powerResource, int damage, IAbilityCaster source, CombatMagnitude combatMagnitude, AbilityEffect abilityEffect, bool reflectDamage = false)
        {
            //Debug.Log("PlayerCombat.TakeDamage(" + damage + ", " + source.name + ")");
            // enter combat first because if we die from this hit, we don't want to enter combat when dead
            EnterCombat(source);
            // added damageTaken bool to prevent blood effects from showing if you ran out of range of the attack while it was in progress

            /*
             * bool damageTaken = base.TakeDamage(damage, sourcePosition, source, combatMagnitude, abilityEffect, reflectDamage = false);
             * return damageTaken;
             */
            return(base.TakeDamage(abilityEffectContext, powerResource, damage, source, combatMagnitude, abilityEffect, reflectDamage = false));
        }
Esempio n. 17
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        protected virtual AbilityEffectContext GetSharedOutput(float outputShare, AbilityEffectContext abilityEffectInput)
        {
            // modify the resource amounts by multiplying them by the output share
            AbilityEffectContext modifiedOutput = abilityEffectInput.GetCopy();

            modifiedOutput.resourceAmounts.Clear();
            foreach (ResourceInputAmountNode resourceInputAmountNode in abilityEffectInput.resourceAmounts)
            {
                modifiedOutput.AddResourceAmount(resourceInputAmountNode.resourceName, (int)(resourceInputAmountNode.amount * outputShare));
            }

            return(modifiedOutput);
        }
Esempio n. 18
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        /*
         *  public override void ClearAggro(GameObject target) {
         *      base.ClearAggro(target);
         *      aiController.ClearTarget();
         *  }
         */

        public override bool TakeDamage(AbilityEffectContext abilityEffectContext, PowerResource powerResource, int damage, IAbilityCaster source, CombatMagnitude combatMagnitude, AbilityEffect abilityEffect)
        {
            //Debug.Log("AICombat.TakeDamage(" + damage + ", " + sourcePosition + ", " + source + ")");
            if (!((baseCharacter.CharacterController as AIController).MyCurrentState is EvadeState) && !((baseCharacter.CharacterController as AIController).MyCurrentState is DeathState))
            {
                // order is important here.  we want to set target before taking damage because taking damage could kill us, and we don't want to re-trigger and agro on someone after we are dead

                // this should happen automatically inside the update loop of idle state
                //baseCharacter.MyCharacterController.SetTarget(source);
                return(base.TakeDamage(abilityEffectContext, powerResource, damage, source, combatMagnitude, abilityEffect));
            }
            return(false);
        }
Esempio n. 19
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        public override bool Cast(IAbilityCaster source, GameObject target, AbilityEffectContext abilityEffectContext)
        {
            //Debug.Log(MyName + ".InstantEffectAbility.Cast(" + source.name + ", " + (target == null ? "null" : target.name) + ", " + groundTarget + ")");

            // this code could lead to a situation where an instanteffect was allowed to perform its ability effects even if the wrong weapon was equipped.
            // need to change cast to a bool to pass that success or not up the casting stack
            bool castResult = base.Cast(source, target, abilityEffectContext);

            if (castResult)
            {
                PerformAbilityEffects(source, target, abilityEffectContext);
            }
            return(castResult);
        }
Esempio n. 20
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 private void OnDisable()
 {
     //Debug.Log(gameObject.name + " " + gameObject.GetInstanceID() + ".ProjectileScript.OnDisable()");
     if (SystemGameManager.IsShuttingDown)
     {
         return;
     }
     projectileGameObject = null;
     source               = null;
     target               = null;
     positionOffset       = Vector3.zero;
     targetPosition       = Vector3.zero;
     velocity             = 0f;
     initialized          = false;
     abilityEffectContext = null;
     OnCollission         = delegate { };
 }
Esempio n. 21
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        public override bool CanUseOn(GameObject target, IAbilityCaster source, AbilityEffectContext abilityEffectContext = null)
        {
            if (target == null)
            {
                return(false);
            }
            CharacterUnit characterUnit = target.GetComponent <CharacterUnit>();

            if (characterUnit == null)
            {
                return(false);
            }
            if (characterUnit.MyCharacter.CharacterStats.IsAlive == false && characterUnit.MyCharacter.CharacterStats.IsReviving == false)
            {
                return(true);
            }
            return(false);
        }
        public AbilityEffectContext GetCopy()
        {
            // make a new ability effect context
            AbilityEffectContext returnValue = new AbilityEffectContext();

            // copy all properties
            returnValue.resourceAmounts       = resourceAmounts;
            returnValue.overrideDuration      = overrideDuration;
            returnValue.savedEffect           = savedEffect;
            returnValue.castTimeMultiplier    = castTimeMultiplier;
            returnValue.spellDamageMultiplier = spellDamageMultiplier;
            returnValue.reflectDamage         = reflectDamage;
            returnValue.groundTargetLocation  = groundTargetLocation;
            returnValue.originalTarget        = originalTarget;
            returnValue.baseAbility           = baseAbility;
            returnValue.powerResource         = powerResource;

            // return the new object
            return(returnValue);
        }
Esempio n. 23
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        public override bool Cast(IAbilityCaster source, GameObject target, AbilityEffectContext abilityEffectContext)
        {
            if (target == null)
            {
                return(false);
            }
            bool returnResult = base.Cast(source, target, abilityEffectContext);

            if (returnResult == true)
            {
                if (target != null)
                {
                    target.GetComponent <GatheringNode>().Gather();
                }
                else
                {
                    //Debug.Log(MyName + ".GatherAbility.Cast(): target was null");
                }
            }
            return(returnResult);
        }
Esempio n. 24
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        public void CheckPetSpawn(IAbilityCaster source, Interactable target, AbilityEffectContext abilityEffectInput)
        {
            //Debug.Log(DisplayName + ".PetEffect.CheckPetSpawn()");
            CharacterPetManager characterPetManager = null;

            if ((source as BaseCharacter) is BaseCharacter)
            {
                characterPetManager = (source as BaseCharacter).CharacterPetManager;
            }
            else
            {
                //Debug.Log(DisplayName + ".PetEffect.CheckPetSpawn(): source is not basecharacter");
                return;
            }

            List <AbilityEffect> castList = new List <AbilityEffect>();

            foreach (SummonEffect petEffect in petEffectList)
            {
                if (SystemDataFactory.MatchResource(petEffect.DisplayName, DisplayName))
                {
                    Debug.LogError(DisplayName + ".PerformAbilityEffects(): circular reference detected.  Tried to cast self.  CHECK INSPECTOR AND FIX ABILITY EFFECT CONFIGURATION!!!");
                }
                else
                {
                    //Debug.Log(DisplayName + ".PetEffect.CheckPetSpawn(): adding to cast list");
                    if (petEffect.UnitProfile != null &&
                        characterPetManager.ActiveUnitProfiles.ContainsKey(petEffect.UnitProfile) == false)
                    {
                        //Debug.Log(DisplayName + ".PetEffect.CheckPetSpawn(): adding cast:" + petEffect.DisplayName);
                        castList.Add(petEffect);
                    }
                }
            }
            if (castList.Count > 0)
            {
                //Debug.Log(DisplayName + ".PetEffect.CheckPetSpawn(): castlist.count: " + castList.Count);
                Dictionary <PrefabProfile, GameObject> rawObjectList = PerformAbilityEffects(source, target, abilityEffectInput, castList);
            }
        }
Esempio n. 25
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        /// <summary>
        /// Does the actual work of hitting the target with an ability
        /// </summary>
        /// <param name="ability"></param>
        /// <param name="source"></param>
        /// <param name="target"></param>
        public override Dictionary <PrefabProfile, GameObject> Cast(IAbilityCaster source, Interactable target, Interactable originalTarget, AbilityEffectContext abilityEffectContext)
        {
            //Debug.Log(DisplayName + ".AOEEffect.Cast(" + (source == null ? "null" : source.AbilityManager.UnitGameObject.name) + ", " + (target == null ? "null" : target.name) + ")");
            if (abilityEffectContext == null)
            {
                abilityEffectContext = new AbilityEffectContext();
            }
            Dictionary <PrefabProfile, GameObject> returnObjects = base.Cast(source, target, originalTarget, abilityEffectContext);

            TargetAOEHit(source, target, abilityEffectContext);

            // ground targeted spells should play the audio on the prefab object, not the character
            if (prefabSpawnLocation == PrefabSpawnLocation.GroundTarget)
            {
                base.PlayAudioEffects(onHitAudioProfiles, null);
            }
            else
            {
                base.PlayAudioEffects(onHitAudioProfiles, target);
            }

            return(returnObjects);
        }
        public IEnumerator DestroyAbilityEffectObject(Dictionary <PrefabProfile, GameObject> abilityEffectObjects, IAbilityCaster source, GameObject target, float timer, AbilityEffectContext abilityEffectInput, FixedLengthEffect fixedLengthEffect)
        {
            //Debug.Log("CharacterAbilityManager.DestroyAbilityEffectObject(" + (source == null ? "null" : source.name) + ", " + (target == null ? "null" : target.name) + ", " + timer + ")");
            float timeRemaining = timer;

            // keep track of temporary elapsed time between ticks
            float elapsedTime = 0f;

            bool           nullTarget  = false;
            CharacterStats targetStats = null;

            if (target != null)
            {
                CharacterUnit _characterUnit = target.GetComponent <CharacterUnit>();
                if (_characterUnit != null)
                {
                    targetStats = _characterUnit.MyCharacter.CharacterStats;
                }
            }
            else
            {
                nullTarget = true;
            }

            int   milliseconds  = (int)((fixedLengthEffect.TickRate - (int)fixedLengthEffect.TickRate) * 1000);
            float finalTickRate = fixedLengthEffect.TickRate;

            if (finalTickRate == 0)
            {
                finalTickRate = timer + 1;
            }
            //Debug.Log(abilityEffectName + ".StatusEffect.Tick() milliseconds: " + milliseconds);
            //TimeSpan tickRateTimeSpan = new TimeSpan(0, 0, 0, (int)finalTickRate, milliseconds);
            //Debug.Log(abilityEffectName + ".StatusEffect.Tick() tickRateTimeSpan: " + tickRateTimeSpan);
            //fixedLengthEffect.MyNextTickTime = System.DateTime.Now + tickRateTimeSpan;
            //Debug.Log(abilityEffectName + ".FixedLengthEffect.Tick() nextTickTime: " + nextTickTime);

            while (timeRemaining > 0f)
            {
                yield return(null);

                if (nullTarget == false && (targetStats == null || fixedLengthEffect == null))
                {
                    //Debug.Log(gameObject.name + ".CharacterAbilityManager.DestroyAbilityEffectObject: BREAKING!!!!!!!!!!!!!!!!!: fixedLengthEffect: " + (fixedLengthEffect == null ? "null" : fixedLengthEffect.MyName) + "; targetstats: " + (targetStats == null ? "null" : targetStats.name));
                    break;
                }

                if (fixedLengthEffect.MyPrefabSpawnLocation != PrefabSpawnLocation.GroundTarget && fixedLengthEffect.RequiresTarget == true && (target == null || (targetStats.IsAlive == true && fixedLengthEffect.RequireDeadTarget == true) || (targetStats.IsAlive == false && fixedLengthEffect.RequiresLiveTarget == true)))
                {
                    //Debug.Log("BREAKING!!!!!!!!!!!!!!!!!");
                    break;
                }
                else
                {
                    timeRemaining -= Time.deltaTime;
                    if (elapsedTime > finalTickRate)
                    {
                        //Debug.Log(abilityEffectName + ".FixedLengthEffect.Tick() TickTime!");
                        fixedLengthEffect.CastTick(source, target, abilityEffectInput);
                        elapsedTime -= finalTickRate;
                    }
                }
            }
            //Debug.Log(fixedLengthEffect.MyName + ".FixedLengthEffect.Tick() Done ticking and about to perform ability affects.");
            fixedLengthEffect.CastComplete(source, target, abilityEffectInput);
            foreach (GameObject go in abilityEffectObjects.Values)
            {
                if (abilityEffectGameObjects.Contains(go))
                {
                    abilityEffectGameObjects.Remove(go);
                }
                Destroy(go, fixedLengthEffect.MyPrefabDestroyDelay);
            }
            abilityEffectObjects.Clear();

            destroyAbilityEffectObjectCoroutine = null;
        }
 public void BeginDestroyAbilityEffectObject(Dictionary <PrefabProfile, GameObject> abilityEffectObjects, IAbilityCaster source, GameObject target, float timer, AbilityEffectContext abilityEffectInput, FixedLengthEffect fixedLengthEffect)
 {
     foreach (GameObject go in abilityEffectObjects.Values)
     {
         abilityEffectGameObjects.Add(go);
     }
     destroyAbilityEffectObjectCoroutine = StartCoroutine(DestroyAbilityEffectObject(abilityEffectObjects, source, target, timer, abilityEffectInput, fixedLengthEffect));
 }
Esempio n. 28
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        public override Dictionary <PrefabProfile, GameObject> Cast(IAbilityCaster source, GameObject target, GameObject originalTarget, AbilityEffectContext abilityEffectContext)
        {
            //Debug.Log(MyName + ".ProjectileEffect.Cast(" + source.name + ", " + (target == null ? "null" : target.name) + ")");
            Dictionary <PrefabProfile, GameObject> returnObjects = base.Cast(source, target, originalTarget, abilityEffectContext);

            if (returnObjects != null)
            {
                foreach (GameObject go in returnObjects.Values)
                {
                    //Debug.Log(MyName + ".ProjectileEffect.Cast(): found gameobject: " + go.name);
                    go.transform.parent = PlayerManager.MyInstance.MyEffectPrefabParent.transform;
                    ProjectileScript projectileScript = go.GetComponent <ProjectileScript>();
                    if (projectileScript != null)
                    {
                        //Debug.Log(MyName + ".ProjectileEffect.Cast(): found gameobject: " + go.name + " and it has projectile script");
                        abilityEffectContext = ApplyInputMultiplier(abilityEffectContext);
                        projectileScript.Initialize(projectileSpeed, source, target, new Vector3(0, 1, 0), abilityEffectContext);
                        projectileScript.OnCollission += HandleCollission;
                    }
                }
            }
            return(returnObjects);
        }
Esempio n. 29
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 public void HandleCollission(IAbilityCaster source, GameObject target, GameObject _abilityEffectObject, AbilityEffectContext abilityEffectInput)
 {
     //Debug.Log(MyName + ".ProjectileEffect.HandleCollission()");
     PerformAbilityHit(source, target, abilityEffectInput);
     Destroy(_abilityEffectObject);
 }
Esempio n. 30
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 public override void CastComplete(IAbilityCaster source, Interactable target, AbilityEffectContext abilityEffectContext)
 {
     //Debug.Log(abilityEffectName + ".DirectEffect.CastComplete()");
     base.CastComplete(source, target, abilityEffectContext);
     PerformAbilityComplete(source, target, abilityEffectContext);
 }