public virtual void AttackBegin() { m_InitialProjectilePosition = transform.position; m_InitialProjectileRotation = transform.rotation.eulerAngles; m_InitialProjectileRotation.y -= m_AttackStartingRot; for (int i = 0; i < m_AttackProjectileNumb; i++) { m_ProjectileRotation = Quaternion.Euler(m_InitialProjectileRotation.x, m_InitialProjectileRotation.y + (i * m_AttackSpread), m_InitialProjectileRotation.z); GameObject proj = (GameObject)GameObject.Instantiate(m_HeavyColliderPrefab, new Vector3(m_InitialProjectilePosition.x, m_InitialProjectilePosition.y + m_FirePointOffset, m_InitialProjectilePosition.z), m_ProjectileRotation); HeavyCollider collider = proj.GetComponent <HeavyCollider>(); collider.LaunchProjectile(7, 1); collider.SetCharacter(m_ReadInput.ReadInputFrom); } }
//used for Combo_Y attack public virtual void HeavyAOEAttack() { m_InitialProjectilePosition = transform.position; m_InitialProjectileRotation = transform.rotation.eulerAngles; for (int i = 0; i < m_NumberOfAOEProjectiles; i++) { m_ProjectileRotation = Quaternion.Euler(m_InitialProjectileRotation.x, m_InitialProjectileRotation.y + (i * m_AOEProjectileAngle), m_InitialProjectileRotation.z); GameObject proj = (GameObject)GameObject.Instantiate(m_HeavyColliderPrefab, new Vector3(m_InitialProjectilePosition.x, m_InitialProjectilePosition.y + m_FirePointOffset, m_InitialProjectilePosition.z), m_ProjectileRotation); HeavyCollider collider = proj.GetComponent <HeavyCollider>(); collider.LaunchProjectile(m_AOESpeed, m_AOERange); collider.SetCharacter(m_ReadInput.ReadInputFrom); } AOEEffect(); RemoveChargingEffects(); }