public Hitbox CreateHitbox(Vector2 hitboxScale, Vector2 offset, float damage, float stun, float hitboxDuration, Vector2 knockback, bool fixedKnockback, bool followObj) { Vector2 cOff = m_physics.OrientVectorToDirection(offset); Vector3 newPos = transform.position + (Vector3)cOff; var go = GameObject.Instantiate(hitboxClass, newPos, Quaternion.identity); go.transform.SetParent(gameObject.transform); Hitbox newBox = go.GetComponent <Hitbox>(); newBox.SetScale(m_physics.OrientScaleToDirection(hitboxScale)); newBox.Damage = damage; newBox.Duration = hitboxDuration; newBox.Knockback = m_physics.OrientVectorToDirection(knockback); newBox.IsFixedKnockback = fixedKnockback; newBox.Stun = stun; newBox.HitTypes = hitTypes; newBox.Creator = gameObject; if (followObj) { newBox.SetFollow(gameObject, offset); } newBox.Init(); return(newBox); }
private void CreateHitbox() { m_hitboxMaker.AddHitType(HitType); Vector2 offset = m_physics.OrientVectorToDirection(HitboxOffset); m_hitboxMaker.CreateHitbox(HitboxScale, offset, Damage, Stun, HitboxDuration, Knockback, true, true); }
public Hitbox createHitbox(Vector2 hitboxScale, Vector2 offset, float damage, float stun, float hitboxDuration, Vector2 knockback, bool fixedKnockback, string faction, bool followObj) { Vector2 cOff = m_physics.OrientVectorToDirection(offset); Vector3 newPos = transform.position + new Vector3(cOff.x, cOff.y, 0f); GameObject go = Instantiate(hitboxClass, newPos, Quaternion.identity) as GameObject; Hitbox newBox = go.GetComponent <Hitbox> (); newBox.setScale(m_physics.OrientScaleToDirection(hitboxScale)); newBox.setDamage(damage); newBox.setHitboxDuration(hitboxDuration); newBox.setKnockback(m_physics.OrientVectorToDirection(knockback)); newBox.setFixedKnockback(fixedKnockback); newBox.setFaction(faction); newBox.stun = stun; newBox.creator = gameObject; newBox.mAttr = mAttrs; if (followObj) { newBox.setFollow(gameObject, offset); } return(newBox); }