public override void Tick(DanmakuManager danmakuManager, DanmakuSequenceInfo info)
        {
            DanmakuConfig dc = info.baseConfig;

            dc.position += positionOffset;
            dc.rotation += rotationOffset;
            danmakuManager.Fire(sequence, dc, info.team, info.hitInfo);
            info.NextAction();
        }
Esempio n. 2
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        public override void Tick(DanmakuManager danmakuManager, DanmakuSequenceInfo info)
        {
            if (info.bulletSets.Count <= info.currentSet)
            {
                FireableInfo fi = new FireableInfo();
                fi.team        = info.team;
                fi.hitInfo     = hitInfo;
                fi.hitboxOwner = danmakuManager.gameObject;
                info.bulletSets.Add(info.id + id, fi);
            }

            DanmakuConfig dc = info.baseConfig;

            if (dc.startPoint)
            {
                dc.position += dc.startPoint.position;
                dc.rotation += dc.startPoint.eulerAngles;
            }
            dc.position += positionOffset;
            dc.rotation += rotationOffset;
            fireable.Fire(info.bulletSets[info.id + id], dc);

            info.NextAction();
        }
Esempio n. 3
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 public virtual void Fire(FireableInfo fireableInfo, DanmakuConfig config)
 {
 }
 public virtual void Fire(DanmakuSequence sequence, DanmakuConfig config, EntityTeams team, HitInfo hitInfo, string id = "")
 {
     sequences.Add(new DanmakuSequenceInfo(sequence, config, team, hitInfo, id));
 }