private static void Prefix(ref MissileProjectile __instance) { if (MissileSmokePrefab.ContainsKey(__instance)) { m_SmokeTrailPrefab.SetValue(__instance, MissileSmokePrefab[__instance]); MissileSmokePrefab.Remove(__instance); } }
public void SetStartSpeed(float x, float y) { mp = new MissileProjectile(); mp.StartingX = x; mp.StartingY = y; mp.CurrentX = x; mp.CurrentY = y; }
public override void InitSkillsOnMonster(SkillSet set, ActiveSkill meleeSkill, int level) { MissileProjectile sk = set.GetSkill(SkillId.MissileProjectile) as MissileProjectile; if (sk != null) { sk.range = AggressionRange * 2; } }
void OnTriggerEnter2D(Collider2D collider) { Projectile laser = collider.gameObject.GetComponent <Projectile>(); projectile = Projectile.FindObjectOfType <Projectile>(); MissileProjectile missile = collider.gameObject.GetComponent <MissileProjectile>(); missile = MissileProjectile.FindObjectOfType <MissileProjectile>(); LaserDouble laserx2 = collider.gameObject.GetComponent <LaserDouble>(); doublelaser = LaserDouble.FindObjectOfType <LaserDouble>(); if (laser) { Debug.Log("hit by a laser"); Destroy(collider.gameObject); scoreKeeper.Score(scoreValue); EnemyHealth = EnemyHealth - projectile.basicLaserDamage; Debug.Log(EnemyHealth); if (EnemyHealth <= 0) { Die(); } } if (missile) { Debug.Log("Hit by a missile"); Destroy(collider.gameObject); scoreKeeper.Score(MissileScoreValue); EnemyHealth = EnemyHealth - missile.missileDamage; hitbymissile.Play(); Debug.Log(EnemyHealth); if (EnemyHealth <= 0) { Die(); } } if (laserx2) { Debug.Log("Hit by double laser"); Destroy(collider.gameObject); scoreKeeper.Score(LaserScoreValue); EnemyHealth = EnemyHealth - doublelaser.DoubleLaserDamage; Debug.Log(EnemyHealth); if (EnemyHealth <= 0) { Die(); } } }
private void ToAttack(KeyCode attackKey) { if (CanAttack && Input.GetKey(attackKey) && _player.QuantityMissile > 0) { _shootCooldown = _shotingRate; MissileProjectile newMissileProjectile = Instantiate(_missileProjectile, _playerShip.transform.position, transform.rotation); newMissileProjectile.Parent = _playerShip.gameObject; newMissileProjectile.Direction = transform.up; _player.QuantityMissile--; } }
private static void Prefix(ref MissileProjectile __instance) { var prefab = (Transform)m_SmokeTrailPrefab.GetValue(__instance); if (prefab != null && !MissileSmokePrefab.ContainsKey(__instance)) { MissileSmokePrefab.Add(__instance, prefab); } if (displayMissileSmokeBool) { if (MissileSmokePrefab[__instance] != prefab) { m_SmokeTrailPrefab.SetValue(__instance, MissileSmokePrefab[__instance]); } } else if (prefab != null) { m_SmokeTrailPrefab.SetValue(__instance, null); } }