public override void Update(StatSystem statSystem) { base.Update(statSystem); m_SinceLastDamage += Time.deltaTime; if (m_SinceLastDamage > m_DamageSpeed) { m_SinceLastDamage = 0; //Weapon.AttackData data = new Weapon.AttackData(m_Target); //data.AddDamage(m_DamageType, m_Damage); //statSystem.Damage(data); } //m_FireInstance.Effect.transform.position = m_Target.transform.position + Vector3.up; }
public override void Update(StatSystem statSystem) { base.Update(statSystem); m_SinceLastDamage += Time.deltaTime; if (m_SinceLastDamage > m_DamageSpeed) { m_SinceLastDamage = 0; Weapon.AttackData data = new Weapon.AttackData(m_Target); data.AddDamage(m_DamageType, m_Damage); statSystem.Damage(data); } //we do not parent as if the original object is destroy it would destroy the instance m_FireInstance.Effect.transform.position = m_Target.transform.position + Vector3.up; }
public virtual void Update(StatSystem statSystem) { m_Timer -= Time.deltaTime; }