Exemplo n.º 1
0
        private void SpawnProjectile(ProjAndPositionData data)
        {
            UnityEngine.Object.Instantiate <GameObject>(EasyVFXDatabase.GreenLaserCircleVFX, new Vector3(data.position.x, data.position.y), Quaternion.identity);
            GameObject obj       = SpawnManager.SpawnProjectile(data.projectile, new Vector3(data.position.x, data.position.y, 0), Quaternion.Euler(0, 0, data.angle));
            Projectile component = obj.GetComponent <Projectile>();

            if (component != null)
            {
                component.Owner              = Owner;
                component.Shooter            = Owner.specRigidbody;
                component.collidesWithPlayer = false;
            }
        }
Exemplo n.º 2
0
        private IEnumerator HandleAddToList(Projectile proj)
        {
            yield return(null);

            ProjAndPositionData newData = new ProjAndPositionData();

            newData.projectile = FakePrefab.Clone(proj.gameObject);
            newData.position   = proj.specRigidbody.UnitCenter;
            newData.angle      = proj.Direction.ToAngle();
            yield return(new WaitForSeconds(0.01f));

            storedProjectiles.Add(newData);
            yield break;
        }
Exemplo n.º 3
0
        private void SpawnProjectile(ProjAndPositionData data)
        {
            //UnityEngine.Object.Instantiate<GameObject>(TempStorage.GreenLaserCircleVFX, new Vector3(data.position.x, data.position.y), Quaternion.identity);
            GameObject obj       = SpawnManager.SpawnProjectile(data.projectile, new Vector3(data.position.x, data.position.y, 0), Quaternion.Euler(0, 0, data.angle));
            Projectile component = obj.GetComponent <Projectile>();

            if (component != null)
            {
                component.Owner                       = Owner;
                component.Shooter                     = Owner.specRigidbody;
                component.collidesWithPlayer          = false;
                component.sprite.usesOverrideMaterial = true;
                Material material = component.sprite.renderer.material;
                material.shader = ShaderCache.Acquire("Brave/Internal/HologramShader");
                material.SetFloat("_IsGreen", 0f);
            }
        }