public FiredProjectileMovementSystem(FiredProjectileDefinition firedProjectileDefinition, FiredProjectile FiredProjectileRef) { FiredProjectileDefinition = firedProjectileDefinition; this.FiredProjectileRef = FiredProjectileRef; this.FiredProjectileTransform = FiredProjectileRef.InteractiveGameObject.InteractiveGameObjectParent.transform; this.CrossedDistance = 0f; }
public FiringRangeFeedbackRangeObject(IInteractiveGameObject IInteractiveGameObject, GameObject FiredProjectileFeedbackPrefab, CoreInteractiveObject WeaponHolder) { var firedProjectileModel = MonoBehaviour.Instantiate(FiredProjectileFeedbackPrefab, IInteractiveGameObject.InteractiveGameObjectParent.transform); firedProjectileModel.transform.ResetLocalPositionAndRotation(); BaseInit(IInteractiveGameObject, IsUpdatedInMainManager: false); this.PlayerFiringRangeTriggerV2 = new BoxRayRangeObject(IInteractiveGameObject.InteractiveGameObjectParent, new BoxRangeObjectInitialization() { RangeTypeID = RangeTypeID.NOT_DISPLAYED, IsTakingIntoAccountObstacles = false, BoxRangeTypeDefinition = new BoxRangeTypeDefinition() { Center = new Vector3(0, 0, 0), Size = new Vector3(BoxWidth, BoxWidth, BoxWidth) } }, this, BoxWidth, delegate(InteractiveObjectPhysicsTriggerInfo interactiveObjectPhysicsTriggerInfo) { return(FiredProjectile.FiredProjectileHasTriggerEnter_DealsDamage_And_MustBeDestroyed(interactiveObjectPhysicsTriggerInfo.OtherInteractiveObject, WeaponHolder)); } ); }