/// <summary> /// Assigns a new spell to be cast. /// For player entity, this will display "press button to fire spell" message. /// </summary> /// <param name="spell"></param> public void SetReadySpell(FakeSpell spell) { readySpell = spell; if (isPlayerEntity) { DaggerfallUI.AddHUDText(HardStrings.pressButtonToFireSpell); } }
private void PlayerSpellCasting_OnReleaseFrame() { Vector3 missileDirection = GameManager.Instance.MainCamera.transform.forward; Vector3 missilePosition = transform.position + Vector3.up * 0.35f + missileDirection * 0.85f; // TEMP: Just hurling test missiles with no payload at this time DaggerfallMissile missile = Instantiate(ColdMissilePrefab); missile.UseSpellBillboardAnims(SpellTypes.Cold); missile.ExecuteMobileMissile(missilePosition, missileDirection); lastSpell = readySpell; readySpell = null; }
public void AbortReadySpell() { readySpell = null; }