public void UseAbility()
 {
     if (cooldowntimer <= 0)
     {
         cooldowntimer = cooldown;
         Vector2 newPos;
         if (playerController.GetMousePositionFromPlayer().magnitude > 24)
         {
             newPos   = playerController.GetMousePositionFromPlayer().normalized;
             newPos.x = Mathf.Sqrt(newPos.x * newPos.x * 576) * Mathf.Sign(newPos.x) + playerController.transform.position.x;
             newPos.y = Mathf.Sqrt(newPos.y * newPos.y * 576) * Mathf.Sign(newPos.y) + playerController.transform.position.y;
         }
         else
         {
             newPos = playerController.GetMousePosition();
         }
         GameObject newArea = Instantiate(area, newPos, Quaternion.identity);
         newArea.GetComponent <scr_SkillAbility1Area>().OnCreate(15, playerController.GetCritChance());
     }
 }
예제 #2
0
    public void UseAbility()
    {
        if (cooldownTimer <= 0)
        {
            cooldownTimer = cooldown / playerController.GetAttackSpeed();
            mousePos      = playerController.GetMousePositionFromPlayer();
            GameObject newProjectile = Instantiate(projectile,
                                                   new Vector2(
                                                       playerController.transform.position.x + mousePos.normalized.x * 0.5f,
                                                       playerController.transform.position.y + mousePos.normalized.y * 0.5f),
                                                   Quaternion.identity);

            newProjectile.GetComponent <scr_AttackAbility1Projectile>().OnCreate(mousePos.normalized, 10, playerController.GetCritChance());
            newProjectile.GetComponent <Transform>().Rotate(0, 0, Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg - SPRITE_ROTATION, Space.Self);
        }
    }