예제 #1
0
    void SkillPlace()
    {
        if (skillPlaced)
        {
            bool attacked = skillPlaceComponent.DangerSkillAttacked("SkillChaging", "Skill");
            if (attacked)
            {
                myState = TitanState.AutoAttacking;
                Destroy(instantSkillEffect.gameObject);
                instantSkillEffect = null;
                skillPlaced        = false;
            }
        }
        else
        {
            skillPlaced = true;
            Quaternion effectQua = new Quaternion();
            effectQua          = Quaternion.Euler(new Vector3(-90, 0, 0));
            instantSkillEffect = Instantiate(sphereSkillEffect, transform.position, effectQua);
            instantSkillEffect.transform.parent = transform;

            GameObject ShotSkill = null;

            Vector3 targetPosition = transform.position;
            animator.SetBool("PunchSkill", false);
            switch (skill)
            {
            case (TitanSkill.CenterSphere):
                ShotSkill      = sphereSkill;
                targetPosition = new Vector3(3.5f, 0, -12.0f);
                break;

            case (TitanSkill.Punch):
                ShotSkill      = punchSkill;
                targetPosition = new Vector3(0, 0, 15);
                animator.SetBool("PunchSkill", true);
                break;

            case (TitanSkill.AllRange):
                ShotSkill      = allRange;
                targetPosition = new Vector3(0, 0, 0);
                break;

            case (TitanSkill.Line):
                ShotSkill      = line;
                targetPosition = new Vector3(0, 0, 0);
                break;
                //default:
                //    ShotSkill = sphereSkill;
                //    break;
            }

            skillPlaceComponent.SkillPlace(ShotSkill, targetPosition, "SkillChaging");
        }
    }
예제 #2
0
    void SkillPlace()
    {
        if (skillPlaced)
        {
            bool attacked = skillPlaceComponent.DangerSkillAttacked("SkillChaging", "Skill");
            if (attacked)
            {
                myState = KnightState.AutoAttacking;
                Destroy(instantSkillEffect.gameObject);
                instantSkillEffect = null;
                skillPlaced        = false;
            }
        }
        else
        {
            skillPlaced = true;
            Quaternion effectQua = new Quaternion();
            effectQua          = Quaternion.Euler(new Vector3(-90, 0, 0));
            instantSkillEffect = Instantiate(chagingSkillEffect, transform.position, effectQua);
            instantSkillEffect.transform.parent = transform;

            GameObject ShotSkill = null;

            Vector3    targetPosition = new Vector3(0, 0, 0);
            Quaternion targetQua      = new Quaternion();
            switch (skill)
            {
            case (KnightSkill.RangeSmash):
                ShotSkill      = tripleSphereSkill;
                targetPosition = new Vector3(3.5f, 0, -12.0f);
                break;

            case (KnightSkill.Slash):
                ShotSkill      = crossSkill;
                targetPosition = transform.position;
                break;

            case (KnightSkill.Dunut):
                ShotSkill      = donut;
                targetPosition = transform.position;
                break;

            default:
                ShotSkill      = tripleSphereSkill;
                targetPosition = new Vector3(3.5f, 0, -12.0f);
                break;
            }

            skillPlaceComponent.SkillPlace(ShotSkill, targetPosition, "SkillChaging");
        }
    }
예제 #3
0
    void SkillPlace()
    {
        if (skillPlaced)
        {
            bool attacked = skillPlaceComponent.DangerSkillAttacked("SkillChaging", "Skill");
            if (attacked)
            {
                myState = SkeltonState.AutoAttacking;
                Destroy(instantSkillEffect.gameObject);
                instantSkillEffect = null;
                skillPlaced        = false;
            }
        }
        else
        {
            skillPlaced = true;
            Quaternion effectQua = new Quaternion();
            effectQua          = Quaternion.Euler(new Vector3(-90, 0, 0));
            instantSkillEffect = Instantiate(sphereSkillEffect, transform.position, effectQua);
            instantSkillEffect.transform.parent = transform;

            GameObject ShotSkill = null;

            Vector3 targetPosition = transform.position;
            switch (skill)
            {
            case (SkeltonSkill.SphereExplosion):
                ShotSkill = sphereSkill;
                break;

            case (SkeltonSkill.Search):
                ShotSkill      = searchSkill;
                targetPosition = target.GetPosition();
                break;

            default:
                ShotSkill = sphereSkill;
                break;
            }

            skillPlaceComponent.SkillPlace(ShotSkill, targetPosition, "SkillChaging");
        }
    }