private GameObject _BombBullets(SpWeapon pWeapon, Quaternion que) { GameObject _obj = (GameObject)Instantiate(pWeapon.Bullet, pWeapon.bulletsOffset, que); _obj.transform.SetParent(BaseTransform); return _obj; }
/// <summary> /// Creates the throw draw line. /// </summary> /// <param name="spWeapon">Sp weapon.</param> /// <param name="basePoint">Base point.</param> /// <param name="range">Range.</param> /// <param name="flip">Flip.</param> /// <param name="tracking">If set to <c>true</c> tracking.</param> public void CreateThrowDrawLine(SpWeapon spWeapon, Vector3 basePoint, Product.ATTACK_RANGE range, float flip, bool tracking = false) { flip = flip > 0 ? -1 : (flip < 0 ? 1 : flip); Vector3 bulletsPosition = flip > 0 ? Vector3.right : Vector3.left; StartCoroutine( _SimulateUpdate(basePoint, basePoint + bulletsPosition * spWeapon.bulletsSpeed * 1.5f) ); }
/// <summary> /// Throws the handler. /// </summary> /// <param name="spWeapon">Sp weapon.</param> /// <param name="basePoint">Base point.</param> /// <param name="range">Range.</param> /// <param name="flip">Flip.</param> /// <param name="tracking">If set to <c>true</c> tracking.</param> public void ThrowHandler(SpWeapon spWeapon, Vector3 basePoint, Product.ATTACK_RANGE range, float flip, bool tracking = false) { flip = flip > 0 ? -1 : (flip < 0 ? 1 : flip); Vector3 bulletsPosition = flip > 0 ? Vector3.right : Vector3.left; GameObject bulletGo = _BombBullets (spWeapon, Quaternion.Euler(0, 0, 0)); ThrowSimulate weapon = (ThrowSimulate)bulletGo.AddComponent<ThrowSimulate>() as ThrowSimulate; weapon.m_Params = (SpWeapon)spWeapon; weapon.SetFlip (flip); weapon.SetStartPoint (basePoint); weapon.SetThrowSimulate (basePoint + bulletsPosition * spWeapon.bulletsSpeed * 1.5f); }