private void _startOneProjectileWave() { foreach (Target tempTarget in NPCTargets) { Projectile tempProjectile = GameGlobals.InstantiateReturnComponent <Projectile>( MyProjectile, ParentSkill.SkillOwner.transform.position + PROJ_SPAWN_OFFSET, this.transform); tempProjectile.SetTargetAndDamage(tempTarget.Focus, tempTarget.Multiplier); InFlightCount++; } }
private void _spawnOneMeteorWave() { foreach (Target tempTarget in NPCTargets) { Vector3 meteorPosition = new Vector3(tempTarget.Focus.transform.position.x, METEOR_SPAWN_OFFSET.y, 0); Projectile tempProjectile = GameGlobals.InstantiateReturnComponent <Projectile>( MyProjectile, meteorPosition, this.transform); tempProjectile.SetTargetAndDamage(tempTarget.Focus, tempTarget.Multiplier); InFlightCount++; } }