public void AttackProj(AnimationClip clip, Vector3 dir, float speed) { Transform o = Instantiate(Projectiles, transform.position + dir / 4, Quaternion.identity); ProjectilesData projectilesData = ScriptableObject.CreateInstance <ProjectilesData>(); int dP = Enemy.PhysicsDamage; projectilesData.Created(dir.normalized, speed, dP, 0, "Player", clip, 1, Color.black, 0, 0, 0, 0); Projectiles script = o.GetComponent <Projectiles>(); script.Create(projectilesData); }
private void InstantiateProjectiles(ProjComp competence, Vector3 dir) { Transform o = Instantiate(Proj, transform.position + dir / 4, Quaternion.identity); o.name = competence.Name; ProjectilesData projectilesData = ScriptableObject.CreateInstance <ProjectilesData>(); int dP = 25; int dM = 25; if (_playerData.MultiID + "" == (string)Coffre.Regarder("id")) { dP = _playerData.PhysicsDamage + _playerData.Inventory.Weapon.PhysicsDamage + competence.AdDamage; dM = _playerData.MagicDamage + _playerData.Inventory.Weapon.MagicDamage + competence.ApDamage; } projectilesData.Created(dir.normalized, competence.Speed, dP, dM, competence.EnemyTag, _playerData.AnimProj(), competence.Live, _playerData.AnimColor(), _playerData.Prob(), _playerData.Effect(), _playerData.EffectDamage(), _playerData.Duration()); Projectiles script = o.GetComponent <Projectiles>(); script.Create(projectilesData); }