public RangeAttack(IsometricCharacterAnimator isometricCharacterAnimations, RunTimeTroopData troopData, GameObject projectilePrefab, Transform shotingPoint) : base(isometricCharacterAnimations, troopData) { this.troopData = troopData; this.troopAnimations = isometricCharacterAnimations; this.projectilePrefab = projectilePrefab; this.shotingPoint = shotingPoint; }
void Start() { troopRigidBody2d = GetComponent <Rigidbody2D>(); troopData = GetComponent <RunTimeTroopData>(); troopAnimations = GetComponentInChildren <IsometricCharacterAnimator>(); actualTarget = transform.position; prevTarget = transform.position; }
void Start() { troopData = GetComponent <RunTimeTroopData>(); troopAnimations = GetComponentInChildren <IsometricCharacterAnimator>(); if (troopData.attackAtDistance) { attackType = new RangeAttack(troopAnimations, troopData, projectilePrefab, shotingPoint); } else { attackType = new PhysicalAttack(troopAnimations, troopData); } }
private void Awake() { characterAnimatorScript = GetComponentInChildren <IsometricCharacterAnimator> (); heroColider = GetComponentInChildren <CapsuleCollider2D> (); heroRigidbody = GetComponent <Rigidbody2D> (); heroTransform = GetComponent <Transform> (); pathFinding = GetComponent <PathFinding> (); targetPosition = heroTransform.position; heroPositionAndState = new PositionAndState(targetPosition, false); tilemapHandler = GameObject.Find("TilemapHandler").GetComponent <TilemapHandler> (); }
void Start() { characterAnimator = transform.parent.GetComponentInChildren <IsometricCharacterAnimator>(); }
public TroopAttackI(IsometricCharacterAnimator isometricCharacterAnimations, RunTimeTroopData troopData) { troopAnimations = isometricCharacterAnimations; attackActions = troopData.GetComponent <TroopAttackActions>(); }
public PhysicalAttack(IsometricCharacterAnimator isometricCharacterAnimations, RunTimeTroopData troopData) : base(isometricCharacterAnimations, troopData) { this.troopData = troopData; this.troopAnimations = isometricCharacterAnimations; }