public IEnumerator MagitionAttack(DefaultAttackData _defaultData, ExtraAttackData _extraData) { GameObject huricaneBurnObject = MonoBehaviour.Instantiate(magitionHuricaneBurnPrefab) as GameObject; huricaneBurnObject.transform.position = new Vector3(parentsObject.transform.position.x + (_defaultData.rightFunctionPointer() == true ? +0.2f : -0.2f), parentsObject.transform.position.y, parentsObject.transform.position.z); MagitionAttackModel argModel = new MagitionAttackModel(); argModel.appreanceFrame = 10.0f; argModel.floatingTime = _defaultData.m_fAttackSpeed * 0.6f; argModel.referencePosition = weaponEffect; argModel.rightFunctionPointer = _defaultData.rightFunctionPointer; argModel.scale = 1.0f; // 0.1 x move argModel.sheetingFrame = 10.0f; argModel.sheetingSprite = magitionSheetingHit; argModel.sheetingSpriteEnd = magitionSheetingEnd; argModel.sheetingSpriteStart = magitionSheetingStart; argModel.stretchYMax = 0.4f; argModel.stretchYMin = 0.1f; argModel.targetArray = new ArrayList(); argModel.targetArray.Add(GlobalLayerMask.ENEMY_MASK); HurricaneBurn firballScript = huricaneBurnObject.GetComponent <HurricaneBurn>(); firballScript.SetParameter(argModel); yield return(StartCoroutine(SwingWeapon(_defaultData.m_fAttackSpeed, _defaultData.m_fWeaponAxisStart, _defaultData.m_fWeaponAxisEnd, _defaultData.rightFunctionPointer(), _defaultData.hitList))); }
public void SetParameter(MagitionAttackModel _argModel) { attackModel = _argModel; currentStat = BURRICANEBURN_STATUS.SHEETITING_START; }