public void Execute(int index) { //Get the spawning information from the entity we spawned from AISpawnBoltData spawnBoltData = aiSpawnBoltDataFromEntity[spawningFromEntityList[index]]; //Get our BoltMoveData BoltMoveData boldMoveData = boldMoveDataFromEntity[spawnedBoltEntityArray[index]]; //Set our initial BoltMoveData values boldMoveData.position = spawnBoltData.spawnPosition; boldMoveData.forwardDirection = spawnBoltData.spawnDirection; boldMoveDataFromEntity[spawnedBoltEntityArray[index]] = boldMoveData; }
public void Execute(int index) { AIMoveData aiMoveData = aiMoveDataArray[index]; AISpawnBoltData aiSpawnBoltData = aiSpawnBoltDataArray[index]; aiSpawnBoltData.spawnPosition = aiMoveData.position + (aiMoveData.forwardDirection * aiSpawnBoltData.offset); aiSpawnBoltData.spawnDirection = aiMoveData.forwardDirection; aiSpawnBoltData.timeSinceFire += deltaTime; if (aiSpawnBoltData.timeSinceFire > aiSpawnBoltData.fireRate) { spawnBoltEntityQueue.Enqueue(entityArray[index]); aiSpawnBoltData.timeSinceFire = 0.0f; } aiSpawnBoltDataArray[index] = aiSpawnBoltData; }
public void Execute(int index) { //Get the spawning information from the entity we spawned from AISpawnBoltData spawnBoltData = aiSpawnBoltDataFromEntity[spawningFromEntityList[index]]; //Get our Bolt position/rotation BoltMoveData boltMoveData = boltMoveDataFromEntity[spawnedBoltEntityArray[index]]; Position boltPosition = boltPositionFromEntity[spawnedBoltEntityArray[index]]; Rotation boltRotation = boltRotationFromEntity[spawnedBoltEntityArray[index]]; //Set our initial values boltMoveData.forwardDirection = spawnBoltData.spawnDirection; boltPosition.Value = spawnBoltData.spawnPosition; boltRotation.Value = quaternion.LookRotation(new float3(0, -1, 0), new float3(0, 0, 1)); boltMoveDataFromEntity[spawnedBoltEntityArray[index]] = boltMoveData; boltPositionFromEntity[spawnedBoltEntityArray[index]] = boltPosition; boltRotationFromEntity[spawnedBoltEntityArray[index]] = boltRotation; }
public void Execute(int index) { Position aiPosition = aiPositionArray[index]; Rotation aiRotation = aiRotationArray[index]; AISpawnBoltData aiSpawnBoltData = aiSpawnBoltDataArray[index]; float3 forwardDirection = math.forward(aiRotation.Value); aiSpawnBoltData.spawnPosition = aiPosition.Value + (forwardDirection * aiSpawnBoltData.offset); aiSpawnBoltData.spawnDirection = forwardDirection; aiSpawnBoltData.timeSinceFire += deltaTime; if (aiSpawnBoltData.timeSinceFire > aiSpawnBoltData.fireRate) { spawnBoltEntityQueue.Enqueue(entityArray[index]); aiSpawnBoltData.timeSinceFire = 0.0f; } aiSpawnBoltDataArray[index] = aiSpawnBoltData; }