private void OnLight45(EntityBase target) { if (target != null) { BulletBase base2 = GameLogic.Release.Bullet.CreateBullet(base.m_Entity, 0xbc5, target.m_Body.EffectMask.transform.position, 0f); base2.AddCantHit(target); base2.mBulletTransmit.SetAttack((long)MathDxx.CeilToInt(this.hitratio * base.m_Entity.m_EntityData.GetAttackBase())); } }
private void OnKillAction(EntityBase entity, Vector3 HittedDirection) { float num = Utils.getAngle(HittedDirection); for (int i = 0; i < 8; i++) { Transform transform = GameLogic.BulletGet(this.weapondata.WeaponID).transform; transform.SetParent(GameNode.m_PoolParent); transform.position = new Vector3(entity.position.x, 1f, entity.position.z); transform.localRotation = Quaternion.Euler(0f, num + (i * 45f), 0f); transform.localScale = Vector3.one; transform.GetComponent <BulletBase>().Init(base.m_Entity, this.weapondata.WeaponID); BulletBase component = transform.GetComponent <BulletBase>(); component.AddCantHit(entity); component.SetBulletAttribute(new BulletTransmit(base.m_Entity, this.weapondata.WeaponID, true)); component.mBulletTransmit.AddAttackRatio(this.percent); } }