public override CharacterActionBase Cast() { CharacterActionGroup group = new CharacterActionGroup(); if (!targetSelf) { group.PushAction(new CharacterTurnTowardsAction(target.position)); } group.PushAction(new CharacterCastBuffOnTargetAction(validBuffs, _onHitEffect, _applyDelay, target, targetSelf)); return(group); }
public override CharacterActionBase Cast() { base.Cast(); CharacterActionGroup group = new CharacterActionGroup(); if (!targetSelf) { group.PushAction(new CharacterTurnTowardsAction(target.position)); } group.PushAction(new CharacterMeleeAttackAbilityAction(this)); return(group); }
public override CharacterActionBase Cast() { base.Cast(); CharacterActionGroup group = new CharacterActionGroup(); Vector3 direction = targetVelocity; direction.y = 0.0f; direction.Normalize(); group.PushAction(new CharacterTurnAction(direction)); group.PushAction(new CharacterRangedAttackAbillityAction(this, weapon)); return(group); }
public override CharacterActionBase Cast() { base.Cast(); CharacterActionGroup group = new CharacterActionGroup(); group.PushAction(new CharacterThrowAttackAbillityAction(this)); return(group); }