예제 #1
0
 private GameObject _BombBullets(SpWeapon pWeapon, Quaternion que)
 {
     GameObject _obj = (GameObject)Instantiate(pWeapon.Bullet, pWeapon.bulletsOffset, que);
     _obj.transform.SetParent(BaseTransform);
     return _obj;
 }
예제 #2
0
 /// <summary>
 /// Creates the throw draw line.
 /// </summary>
 /// <param name="spWeapon">Sp weapon.</param>
 /// <param name="basePoint">Base point.</param>
 /// <param name="range">Range.</param>
 /// <param name="flip">Flip.</param>
 /// <param name="tracking">If set to <c>true</c> tracking.</param>
 public void CreateThrowDrawLine(SpWeapon spWeapon, Vector3 basePoint, Product.ATTACK_RANGE range, float flip, bool tracking = false)
 {
     flip 					= flip > 0 ? -1 : (flip < 0 ? 1 : flip);
     Vector3 bulletsPosition	= flip > 0 ? Vector3.right : Vector3.left;
     StartCoroutine(
         _SimulateUpdate(basePoint, basePoint + bulletsPosition * spWeapon.bulletsSpeed * 1.5f)
     );
 }
예제 #3
0
 /// <summary>
 /// Throws the handler.
 /// </summary>
 /// <param name="spWeapon">Sp weapon.</param>
 /// <param name="basePoint">Base point.</param>
 /// <param name="range">Range.</param>
 /// <param name="flip">Flip.</param>
 /// <param name="tracking">If set to <c>true</c> tracking.</param>
 public void ThrowHandler(SpWeapon spWeapon, Vector3 basePoint, Product.ATTACK_RANGE range, float flip, bool tracking = false)
 {
     flip 					= flip > 0 ? -1 : (flip < 0 ? 1 : flip);
     Vector3 bulletsPosition	= flip > 0 ? Vector3.right : Vector3.left;
     GameObject bulletGo 	= _BombBullets (spWeapon, Quaternion.Euler(0, 0, 0));
     ThrowSimulate weapon	= (ThrowSimulate)bulletGo.AddComponent<ThrowSimulate>() as ThrowSimulate;
     weapon.m_Params 		= (SpWeapon)spWeapon;
     weapon.SetFlip (flip);
     weapon.SetStartPoint (basePoint);
     weapon.SetThrowSimulate (basePoint + bulletsPosition * spWeapon.bulletsSpeed * 1.5f);
 }