예제 #1
0
 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);
 }
예제 #2
0
 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);
 }
예제 #3
0
 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);
 }
예제 #4
0
 public EventAttack(bool isSequence, MonoBehaviour MonoBehaviour, Transform transform) : base(MonoBehaviour, isSequence)
 {
     this.m_FireTransform    = transform;
     this.m_AttackActionType = AttackActionType.Default;
 }