/// <summary> /// Raises the shoot on event. /// </summary> protected override void OnShootOnEvent() { GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab (testDB [0].Prefab); GameObject parent = StageManager.SharedInstance.EffectLayer; GameObject bullet = StageManager.SharedInstance.AddToStage (parent, bulletPrefab); baseBullet = bullet.AddComponent<BaseBullet> (); baseBullet.BattleAgent = this.BattleAgent; //baseBullet.transform.position = battleAgent.GameObject.transform.position; baseBullet.Speed = 1136.0f / 1000.0f; Vector3 pos = MapUtil.RelativeMovePosition (BattleAgent.BaseSprite.HitPoint, BattleAgent.GameObject.transform); baseBullet.transform.position = new Vector3 (pos.x, pos.y, BattleAgent.GameObject.transform.position.z); AttackMessage message = new AttackMessage (BattleAgent, BattleAgent.Targets, 1); baseBullet.AttachTarget (message); }
/// <summary> /// Raises the shoot on event. /// </summary> override protected void OnShootOnEvent() { GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab(testDB [0].Prefab); GameObject parent = StageManager.SharedInstance.EffectLayer; GameObject bullet = StageManager.SharedInstance.AddToStage(parent, bulletPrefab); baseBullet = bullet.AddComponent <BaseBullet> (); baseBullet.BattleAgent = this.BattleAgent; //baseBullet.transform.position = battleAgent.GameObject.transform.position; baseBullet.Speed = 1136.0f / 1000.0f; Vector3 pos = MapUtil.RelativeMovePosition(BattleAgent.BaseSprite.HitPoint, BattleAgent.GameObject.transform); baseBullet.transform.position = new Vector3(pos.x, pos.y, BattleAgent.GameObject.transform.position.z); AttackMessage message = new AttackMessage(BattleAgent, BattleAgent.Targets, 1); baseBullet.AttachTarget(message); }