void FireAOE() { this.m.PlayEffect(this.m.aoe); GameObject bulletObject = new GameObject(); AOE bullet = bulletObject.AddComponent <AOE>(); bullet.init(m.GetTarget()); bullet.transform.position = new Vector3(targetx, targety, 0); }
public static void AoeAttack(GameObject aoe, GameObject attacker, GameObject defender, float damage) { Debug.Log("AOE spawned"); aoe = GameObject.Instantiate(aoe); aoe.transform.position = attacker.transform.position; aoe.transform.SetParent(attacker.transform); AOE component = aoe.GetComponent <AOE> (); component.SetDamage(damage); }
public TheBigBoom(int abilityIndex) : base(abilityIndex) { cost = abilityCost; FriendlyHitChanceSkillcheck = CharacterStatType.Accuracy; HostileHitChanceSkillcheck = CharacterStatType.Accuracy; effects.Add(new Damage(damage, true, true)); targeting = new AOE(range, damageRange, false); base.SetDescriptionFromEffects(); }
public RuleBritannia(int abilityIndex) : base(abilityIndex) { cost = abilityCost; FriendlyHitChanceSkillcheck = CharacterStatType.NONE; HostileHitChanceSkillcheck = CharacterStatType.Accuracy; effects.Add(new Stun(duration, true, false)); targeting = new AOE(range, aoeRange, true); base.SetDescriptionFromEffects(); }
public WarCry(int abilityIndex) : base(abilityIndex) { cost = abilityCost; FriendlyHitChanceSkillcheck = CharacterStatType.NONE; HostileHitChanceSkillcheck = CharacterStatType.Strength; effects.Add(new Taunt(durationTaunt)); effects.Add(new LoyaltyIncrease(loyaltyIncrease, false, true)); targeting = new AOE(0, buffrange, true); base.SetDescriptionFromEffects(); }
public ShootAOE(AOE skeleton = null) : base ( () => { Glare(); skeleton = skeleton != null ? skeleton.Clone() : new AOE(); skeleton.Create(); } ) { Description = "Shot " + skeleton; }
public void init(AOE owner) { this.owner = owner; transform.parent = owner.transform; // Set the model's parent to the gem. transform.localPosition = new Vector3(0, 0, 0); // Center the model on the parent. name = "Boss Model"; // Name the object. mat = GetComponent <Renderer>().material; mat.shader = Shader.Find("Sprites/Default"); // Tell the renderer that our textures have transparency. // Get the material component of this quad object. mat.mainTexture = Resources.Load <Texture2D>("Textures/Boss2AOE"); // Set the texture. Must be in Resources folder. clock = 0; }
protected IEnumerator DestroyAOEAfterEffect(AOE a, float time) { float remainTime = time; while (true) { remainTime -= Time.deltaTime; if (remainTime <= 0) { Destroy(a.gameObject); yield break; } yield return(null); } }
protected virtual void LazyLoad() { if (m_AOE == null) { m_AOE = GetComponent <AOE>(); } if (m_SpriteRenderer == null) { m_SpriteRenderer = GetComponent <SpriteRenderer>(); } if (m_Damager == null) { m_Damager = GetComponent <Damager>(); } }
// Update is called once per frame void Update() { // Update buff time // Update AOE time int i = 0; while (i < aoe.Count) { AOE a = aoe[i]; if (a.CheckTime()) { aoe.Remove(a); //Destroy(a.gameObject); StartCoroutine(DestroyAOEAfterEffect(a, 1.0f)); continue; } i++; } }
protected void Awake() { _aoe = GetComponent<AOE>(); }
public void Cast(GameObject caster, Vector3 position, int layer) { AOE aoe = Instantiate(aoeObject, position, Quaternion.identity); aoe.Fire(this, caster, layer); }
//!---CONSTRCUTOR---! public Spell(AOE e_AreaOfEffect) { lTargets = new List<Entities.Entity>(); eAreaOfEffect = e_AreaOfEffect; }
public int Cast(GameObject caster, Vector3 position, int layer, float multiplier) { AOE aoe = Instantiate(aoeObject, position, Quaternion.identity); return(aoe.Fire(this, caster, layer, multiplier)); }
public Sniper_Final() : base ( new Teleport(NORTH_FAR).Wait(0.5f), new ShootAOE(new AOE { OuterSpeed = Speed.SLOW, InnerSpeed = Speed.FROZEN, InnerScale = 0f, Target = SOUTH_FAR, MaxTime = 2f, OnDestroyTimeout = self => { AOE clone = self.data.Clone(); clone.MaxTime = 10f; clone.Freeze(); clone.Create(); } }.On(-80, 80) ) .Wait(1f), new AISequence( new AISequence( new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(0.25f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f) ).Times(2), new AISequence( new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)), new ShootAOE(new AOE { Start = WEST_FAR, Target = EAST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-15, 15)).Wait(0.75f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)), new ShootAOE(new AOE { Start = EAST_FAR, Target = WEST_FAR, OuterSpeed = Speed.FAST, FixedWidth = 7f }.On(-90, 90)).Wait(0.25f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 20f, Target = SOUTH_FAR }.On(-45, -15).On(15, 45)).Wait(0.75f), new ShootAOE(new AOE { OuterSpeed = Speed.MEDIUM, FixedWidth = 7f, Target = SOUTH_FAR }.On(-80, 80)).Wait(1f) ).Times(2), new Shoot1(new Projectile { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f), new Shoot1(new Projectile { Speed = Speed.SNAIL, Size = Size.HUGE, MaxTime = 1f, OnDestroyTimeout = CallbackDictionary.SPAWN_1_HOMING_TOWARDS_PLAYER }).Wait(2.5f) ) ) { }