protected override void Attack() { GameObject clone = Instantiate(lightningBolt, SetPos(), transform.rotation, PlayerProjectiles).gameObject; LightningBoltProjectile LBP = clone.GetComponent <LightningBoltProjectile>(); LBP.GenericSetup(damage, radius, delay); }
private IEnumerator attackMechanics() { for (int i = 0; i < burst_amount; i++) { Vector3 cast_pos = new Vector3(ETM.Return_Current_Target().position.x + Random.Range(-scatter_range, scatter_range), ETM.Return_Current_Target().position.y + y_adjust, ETM.Return_Current_Target().position.z + Random.Range(-scatter_range, scatter_range)); GameObject clone = Instantiate(lightningBolt, cast_pos, transform.rotation, EnemyProjectiles).gameObject; LightningBoltProjectile LBP = clone.GetComponent <LightningBoltProjectile>(); LBP.EnemySetup(FL, ETM); LBP.GenericSetup(damage, radius, AttackDelay); yield return(new WaitForSeconds(.1f)); } }