public virtual void Initialize(int points) { // Melee Component Logic here damage = points / 5; attackSpeed = points / 10; onHitEffect = SeedManager.Instance.GetOnHitEffect(); name = "Balthazar's " + ToString(); }
public virtual void Initialize(int points) { name = "Balthazar's " + ToString(); // Procedural Generation of the Spell Component, Needs Implementation manaCost = points / 2; range = points / 5; onHitEffect = SeedManager.Instance.GetOnHitEffect(); projectile = SeedManager.Instance.GetProjectileComponent(); }
public virtual void Attack(int index) { Vector2 direction = PlayerMovement.Directions[index]; Slash temp = Instantiate(slash, transform.position + PlayerMovement.Origins[index], Quaternion.identity); temp.transform.parent = transform; EffectComponent tempEffect = Instantiate(onHitEffect, temp.transform.position, Quaternion.identity); tempEffect.transform.parent = temp.transform; }
public void HandleProjectile(int handledIndex) { Vector2 direction = PlayerMovement.Directions[handledIndex]; Projectile temp = Instantiate(projectile, transform.position + PlayerMovement.Origins[handledIndex], Quaternion.identity); temp.transform.parent = transform; EffectComponent tempEffect = Instantiate(onHitEffect, temp.transform.position, Quaternion.identity); tempEffect.transform.SetParent(temp.transform); temp.Launch(direction); }