//Vector3 direction; //float angle; //int angleCorrection = 90; // Use this for initialization void Start() { base.Load(); // Cache transform to later check for cast range playerTransform = LocalPlayerReferences.playerTransform; string layerName = LayerMask.LayerToName(LocalPlayerReferences.playerGameObject.layer); layerName = layerName.Replace("Player", "Ability"); projectileName = spawnedObject.name.Replace("(Clone)", ""); // Load castRange based on projectile name string abilityBaseName = projectileName.Replace("Projectile", ""); Debug.Log("SpawnAbility Start name for cast range config is " + abilityBaseName); castRange = AbilityDataCache.GetAbilityCastRange(abilityBaseName); // If it's an ice wall or a mana sphere leave the layer to be the default one so that all players can interact with it if (name.Contains("IceWall") || name.Contains("Mana")) { return; } if (isBuffForTeam) { layerName = Utils.Instance.SwitchPlayerLayerName(layerName); } projectileLayer = LayerMask.NameToLayer(layerName); }
private void Start() { playerTransform = LocalPlayerReferences.playerTransform; teleportation = LocalPlayerReferences.player.teleportation; // Load cast range from config castRange = AbilityDataCache.GetAbilityCastRange("Blink"); }
private void Start() { Debug.Log("SpellIndicator for player " + playerID); playerTransform = LocalPlayerReferences.playerTransform; spriteRenderer = GetComponent <SpriteRenderer>(); Debug.Log("SpellIndicator before name is " + name); string spName = name.Replace("SpellIndicator(Clone)", ""); Debug.Log("SpellIndicator after name is " + spName); castRange = AbilityDataCache.GetAbilityCastRange(spName); Debug.Log("SpellIndicator castRange is " + castRange); alphaInCastRange = alphaInCastRange / 10; alphaOutOfCastRange = alphaOutOfCastRange / 10; inRangeSprite = spriteRenderer.sprite; outOfRangeSprite = AbilityDataCache.GetSpellIndicatorOutOfRangeSprite(); inRangeScale = spriteRenderer.transform.localScale; outOfRangeSpriteScale = new Vector3(0.36f, 0.36f, 1); }