public AttackAction SetGuidedShot(Vector3 defaultDirection, int bulletDamage, float bulletSpeed, EntityBulletType EntityBulletType, AllyFlag allyFlag, float shotInterval, int bulletCount, Func <GameObject> targetGetter) { m_AttackActionType = AttackActionType.TornadoShot; m_AttackAction = new GuidedShot(m_MonoBehaviour, m_FireTransform, defaultDirection, bulletDamage, bulletSpeed, EntityBulletType, allyFlag, bulletCount, shotInterval, targetGetter); return(m_AttackAction as GuidedShot); }
public AttackAction SetTornadoShot(Vector3 defaultDirection, int bulletDamage, float bulletSpeed, EntityBulletType EntityBulletType, AllyFlag allyFlag, int bulletCount, float duration, bool followRatation = true, TornadoShot.Direction direction = TornadoShot.Direction.ClockWise) { m_AttackActionType = AttackActionType.TornadoShot; m_AttackAction = new TornadoShot(m_MonoBehaviour, m_FireTransform, defaultDirection, bulletDamage, bulletSpeed, allyFlag, EntityBulletType, bulletCount, duration, followRatation, direction); return(m_AttackAction as TornadoShot); }
public AttackAction SetCornShot(Vector3 defaultDirection, int bulletDamage, float bulletSpeed, EntityBulletType EntityBulletType, AllyFlag allyFlag, float degree, int bulletCount) { m_AttackActionType = AttackActionType.TornadoShot; m_AttackAction = new CornShot(m_MonoBehaviour, m_FireTransform, defaultDirection, bulletDamage, bulletSpeed, EntityBulletType, allyFlag, degree, bulletCount); return(m_AttackAction as TornadoShot); }
public EventAttack(bool isSequence, MonoBehaviour MonoBehaviour, Transform transform) : base(MonoBehaviour, isSequence) { this.m_FireTransform = transform; this.m_AttackActionType = AttackActionType.Default; }