public override CharacterActionBase Cast()
    {
        CharacterActionGroup group = new CharacterActionGroup();

        if (!targetSelf)
        {
            group.PushAction(new CharacterTurnTowardsAction(target.position));
        }

        group.PushAction(new CharacterCastBuffOnTargetAction(validBuffs, _onHitEffect, _applyDelay, target, targetSelf));

        return(group);
    }
예제 #2
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    public override CharacterActionBase Cast()
    {
        base.Cast();

        CharacterActionGroup group = new CharacterActionGroup();

        if (!targetSelf)
        {
            group.PushAction(new CharacterTurnTowardsAction(target.position));
        }

        group.PushAction(new CharacterMeleeAttackAbilityAction(this));

        return(group);
    }
예제 #3
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    public override CharacterActionBase Cast()
    {
        base.Cast();

        CharacterActionGroup group = new CharacterActionGroup();

        Vector3 direction = targetVelocity;

        direction.y = 0.0f;
        direction.Normalize();

        group.PushAction(new CharacterTurnAction(direction));
        group.PushAction(new CharacterRangedAttackAbillityAction(this, weapon));

        return(group);
    }
예제 #4
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    public override CharacterActionBase Cast()
    {
        base.Cast();

        CharacterActionGroup group = new CharacterActionGroup();

        group.PushAction(new CharacterThrowAttackAbillityAction(this));

        return(group);
    }