private PSTorpedoWake _createTorpedo(Vector3 injection, Vector3 target, bool isRescue)
        {
            PSTorpedoWake pSTorpedoWake = PSTorpedoWake.Instantiate(this._torpedoParticle, BattleTaskManager.GetBattleField().get_transform(), injection, target, 0, 0.6f, true, false);

            pSTorpedoWake.SetActive(false);
            return(pSTorpedoWake);
        }
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        private PSTorpedoWake _createTorpedo(Vector3 injection, Vector3 target, bool isRescue)
        {
            PSTorpedoWake pSTorpedoWake = PSTorpedoWake.Instantiate(_torpedoParticle, BattleTaskManager.GetBattleField().transform, injection, target, 0, 0.6f, isDet: true, isMiss: false);

            pSTorpedoWake.SetActive(isActive: false);
            return(pSTorpedoWake);
        }
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 private PSTorpedoWake _createTorpedo(bool isOnes, Vector3 injection, Vector3 target, float _time, bool isDet, bool isMiss)
 {
     return(PSTorpedoWake.Instantiate((!isOnes) ? this._torpedoWake : ParticleFile.Load <PSTorpedoWake>(ParticleFileInfos.BattlePSTorpedowakeD), BattleTaskManager.GetBattleField().get_transform(), new Vector3(injection.x, injection.y + 1f, injection.z), new Vector3(target.x, target.y + 1f, target.z), 0, _time, isDet, isMiss));
 }
 private PSTorpedoWake _instantiateTorpedo(Vector3 injection, Vector3 target, int index, float _time, bool isDet, bool isMiss, bool isD)
 {
     return(PSTorpedoWake.Instantiate(injectionVec: new Vector3(injection.x, injection.y + 1f, injection.z), target: new Vector3(target.x, target.y + 1f, target.z), prefab: (!isD) ? _torpedoWake : ParticleFile.Load <PSTorpedoWake>(ParticleFileInfos.BattlePSTorpedowakeD), parent: BattleTaskManager.GetBattleField().transform, attacker: index, _time: _time, isDet: isDet, isMiss: isMiss));
 }
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 private PSTorpedoWake _createTorpedo(Vector3 injection, Vector3 target, float time, bool isDet)
 {
     return(PSTorpedoWake.Instantiate(this._torpedoParticle, BattleTaskManager.GetBattleField().get_transform(), injection, target, 0, time, isDet, false));
 }
		private PSTorpedoWake _createTorpedo(Vector3 injection, Vector3 target, float time, bool isDet)
		{
			return PSTorpedoWake.Instantiate(_torpedoParticle, BattleTaskManager.GetBattleField().transform, injection, target, 0, time, isDet, isMiss: false);
		}