public damageHitbox spawnAtk(damageHitbox myModel, damageHitbox myPrefab, Transform spot, unitHitbox attacker) { //Debug.Log("spawn: " + myModel); if (myModel == null) { return(null); } damageHitbox dambox = Instantiate(myPrefab); Bullet myBulltet = dambox.GetComponent <Bullet>(); Bullet modelBullet = myModel.GetComponent <Bullet>(); if (myBulltet != null) { myBulltet.setSpeed(modelBullet.speed); myBulltet.setBulletDistance(modelBullet.bulletDistance); } dambox.transform.position = spot.position; dambox.transform.eulerAngles = myModel.transform.eulerAngles; // dambox.transform.eulerAngles += new Vector3(0, -(spreadAngle / 2) + (i * spreadAngle / 4), 0); dambox.setDamage(myModel.damage); dambox.duplicateAfterDoneDamage(myModel); dambox.setOwner(attacker); dambox.ultiRegen = myModel.ultiRegen; return(dambox); }
public damageHitbox fireUltiArrow() { if (!isUltimate) { return(null); } damageHitbox dambox = Instantiate(ultiModel); dambox.GetComponent <Collider>().enabled = true; Bullet myBulltet = dambox.GetComponent <Bullet>(); Bullet modelBullet = ultiShoot.GetComponent <Bullet>(); dambox.transform.position = shootSpot.position; dambox.transform.eulerAngles = ultiShoot.transform.eulerAngles; // dambox.transform.eulerAngles += new Vector3(0, -(spreadAngle / 2) + (i * spreadAngle / 4), 0); dambox.setDamage(ultiShoot.damage); dambox.duplicateAfterDoneDamage(ultiShoot); myBulltet.setSpeed(modelBullet.speed); myBulltet.setBulletDistance(modelBullet.bulletDistance); dambox.setOwner(hitbox); dambox.ultiRegen = ultiShoot.ultiRegen; ultimateManager.useUltimate(); hideAvatar(); ultimateManager.endUltimate(); return(dambox); }
public damageHitbox spawnBomb(damageHitbox myBase, damageHitbox myPrefab) { damageHitbox dambox = Instantiate(myPrefab); dambox.transform.position = transform.position; dambox.transform.eulerAngles = myBase.transform.eulerAngles; // dambox.transform.eulerAngles += new Vector3(0, -(spreadAngle / 2) + (i * spreadAngle / 4), 0); dambox.setDamage(myBase.damage); dambox.duplicateAfterDoneDamage(myBase); dambox.setOwner(hitbox); dambox.ultiRegen = myBase.ultiRegen; return(dambox); }
public damageHitbox spawnArrow(damageHitbox myModel) { damageHitbox dambox = Instantiate(arrowPrefab); Bullet myBulltet = dambox.GetComponent <Bullet>(); Bullet modelBullet = myModel.GetComponent <Bullet>(); dambox.transform.position = shootSpot.position; dambox.transform.eulerAngles = shootSpot.eulerAngles; // dambox.transform.eulerAngles += new Vector3(0, -(spreadAngle / 2) + (i * spreadAngle / 4), 0); dambox.setDamage(myModel.damage); dambox.duplicateAfterDoneDamage(myModel); myBulltet.setSpeed(modelBullet.speed); myBulltet.setBulletDistance(modelBullet.bulletDistance); myBulltet.maxUnit = modelBullet.maxUnit; dambox.setOwner(hitbox); dambox.ultiRegen = myModel.ultiRegen; return(dambox); }
public damageHitbox spawnDuplicate(Transform spot) { damageHitbox dambox = Instantiate(myPrefab); Bullet myBulltet = dambox.GetComponent <Bullet>(); Bullet modelBullet = gameObject.GetComponent <Bullet>(); dambox.transform.position = spot.position; dambox.transform.eulerAngles = spot.transform.eulerAngles; dambox.transform.localScale = dambox.transform.localScale * (1 + sizeMultifier); // dambox.transform.eulerAngles += new Vector3(0, -(spreadAngle / 2) + (i * spreadAngle / 4), 0); dambox.setDamage(this.damage); dambox.duplicateAfterDoneDamage(this); dambox.isFriendly = this.isFriendly; dambox.isUnFriendly = this.isUnFriendly; if (myBulltet != null) { myBulltet.setSpeed(modelBullet.speed); myBulltet.setBulletDistance(modelBullet.bulletDistance); } dambox.setOwner(this.ownerUnit); dambox.ultiRegen = this.ultiRegen; return(dambox); }
public damageHitbox spawnMagic(damageHitbox myModel, damageHitbox myPrefab, Transform spot) { damageHitbox dambox = Instantiate(myPrefab); Bullet myBulltet = dambox.GetComponent <Bullet>(); Bullet modelBullet = myModel.GetComponent <Bullet>(); dambox.transform.position = spot.position; dambox.transform.eulerAngles = myModel.transform.eulerAngles; // dambox.transform.eulerAngles += new Vector3(0, -(spreadAngle / 2) + (i * spreadAngle / 4), 0); dambox.setDamage(myModel.damage); dambox.duplicateAfterDoneDamage(myModel); if (myBulltet != null) { myBulltet.setSpeed(modelBullet.speed); myBulltet.setBulletDistance(modelBullet.bulletDistance); } dambox.effect = myModel.effect; unitHitbox hitbox = gameObject.GetComponent <unitHitbox>(); dambox.setOwner(hitbox); dambox.ultiRegen = myModel.ultiRegen; return(dambox); }