public override void doSkill() { if (gasing.getSP() > skillPointNeeded) { targetEnemy = findNearestEnemy(); //cari terus musuh terdekat if (targetEnemy) { gasingEnemy = targetEnemy.GetComponent <Gasing> (); if (GamePrefs.isMultiplayer) { Network.Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0), 11); Network.Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0), 11); Network.Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0), 11); } else { Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0)); Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0)); Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0)); } gasingEnemy.EPKurang(damageInflicted); gasing.SPKurang(skillPointNeeded); //kurangi skillpoint gasing base.doSkill(); } } }
public override void doSkill() { if (gasing.getSP() > skillPointNeeded) { if (GamePrefs.isMultiplayer) { GameObject bom = (GameObject)Network.Instantiate(prefabBomb, new Vector3(transform.position.x, transform.position.y + 2, transform.position.z), Quaternion.Euler(0, 0, 0), 11); bom.GetComponent <BombScript>().nyalakan(this.gameObject, findNearestEnemy()); } else { GameObject bom = (GameObject)Instantiate(prefabBomb, new Vector3(transform.position.x, transform.position.y + 2, transform.position.z), Quaternion.Euler(0, 0, 0)); bom.GetComponent <BombScript>().nyalakan(this.gameObject, findNearestEnemy()); } gasing.SPKurang(skillPointNeeded); base.doSkill(); } }
public override void doSkill() { if (gasing.getSP() > skillPointNeeded) { if (gasing.isOnGround) { float jump_coef = 15000f; Vector3 movement = new Vector3(0f, 15f, 0f); if (audioJump) { audio.PlayOneShot(audioJump); } rigidbody.AddForce(movement * jump_coef * Time.deltaTime); gasing.isOnGround = false; gasing.SPKurang(skillPointNeeded); base.doSkill(); } } }
public override void doSkill() { if (gasing.getSP() > skillPointNeeded) { targetEnemy = findNearestEnemy(); //cari musuh terdekat if (targetEnemy) { gasingEnemy = targetEnemy.GetComponent <Gasing> (); if (GamePrefs.isMultiplayer) { Network.Instantiate(prefab, new Vector3(targetEnemy.transform.position.x, targetEnemy.transform.position.y + 15, targetEnemy.transform.position.z), Quaternion.Euler(0, 0, 0), 12); } else { Instantiate(prefab, new Vector3(targetEnemy.transform.position.x, targetEnemy.transform.position.y + 15, targetEnemy.transform.position.z), Quaternion.Euler(0, 0, 0)); } gasing.SPKurang(skillPointNeeded); base.doSkill(); } } }
public override void doSkill() { targetEnemy = findNearestEnemy(); //cari terus musuh terdekat if (gasing.getSP() > skillPointNeeded) { if (targetEnemy) { if (GamePrefs.isMultiplayer) { GameObject misil = (GameObject)Network.Instantiate(prefabMissile, new Vector3(transform.position.x, transform.position.y + 2, transform.position.z), Quaternion.LookRotation(targetEnemy.transform.position - transform.position - new Vector3(0, -90, 0)), 11); misil.GetComponent <MissileScript>().nyalakan(targetEnemy); } else { GameObject misil = (GameObject)Instantiate(prefabMissile, new Vector3(transform.position.x, transform.position.y + 2, transform.position.z), Quaternion.LookRotation(targetEnemy.transform.position - transform.position - new Vector3(0, -90, 0))); misil.GetComponent <MissileScript>().nyalakan(targetEnemy); } gasing.SPKurang(skillPointNeeded); base.doSkill(); } } }
public override void doSkill() { if (gasing.getSP() > skillPointNeeded) { float x; float z; if (Application.platform == RuntimePlatform.Android) { x = transform.position.x + 50 * Input.acceleration.x; z = transform.position.z + 50 * Input.acceleration.y; } else { x = transform.position.x + 15 * Input.GetAxis("Horizontal"); z = transform.position.z + 15 * Input.GetAxis("Vertical"); } if (x < 20 && z < 20 && x > -20 && z > -20) //hardcode buat stonefield aja { transform.position = new Vector3(x, 1f, z); } gasing.SPKurang(skillPointNeeded); base.doSkill(); } }