コード例 #1
0
    public override void Combo2Damage()
    {
        CCombo2Ani ani = gameObject.GetComponentInChildren <CCombo2Ani>();

        ani.SpriteRendererNone();
        Vector3    TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange;
        GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("Arrows2"), gameObject.transform.position, new Quaternion());
        CArrows    Arrows    = LoadedObj.GetComponent <CArrows>();

        Arrows.Owner      = gameObject;
        Arrows.end_pos    = TargetVec;
        Arrows.HitAniType = EHitAniType.Type2;
        SoundMgr.PlaySound("Missile2", ESoundType.Motion);
    }
コード例 #2
0
    public override void Combo2Damage()
    {
        Vector3    TargetVec   = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange;
        Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec);

        // 이미지를 반시계방향으로 회전 시켜서 위로 바라 보게 만든다.
        Vector3 eulerAngles = newRotation.eulerAngles;

        eulerAngles.z += 90.0f;
        newRotation    = Quaternion.Euler(eulerAngles);

        GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("Bone"), gameObject.transform.position, newRotation);
        CBone      Effect    = LoadedObj.GetComponent <CBone>();

        Effect.Owner  = gameObject;
        Effect.EndPos = TargetVec;
        CCombo2Ani ani = gameObject.GetComponentInChildren <CCombo2Ani>();

        Effect.HitMove    = ani.HitMove;
        Effect.HitAniType = EHitAniType.Type1;
        //Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right : gameObject.transform.position + Vector3.left;
        //Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec);
        //Vector3 pos = gameObject.transform.position;
        //pos.x = gameObject.transform.position.x + (TargetVec.x - pos.x) / 2.0f;
        //pos.z = 1.0f;
        //GameObject melee_trail = Instantiate<GameObject>(CResourceMgr.LoadEffect("MeleeTrail"), pos, newRotation);

        //CTrail trail = melee_trail.GetComponent<CTrail>();
        //trail.Owner = gameObject;
        //CCombo2Ani ani = gameObject.GetComponentInChildren<CCombo2Ani>();
        //trail.HitMove = ani.HitMove;
        //trail.HitAniType = EHitAniType.Type2;
        ani.SpriteRendererNone();

        SoundMgr.PlaySound("Attack2", ESoundType.Motion);
    }