public A_Ability CloneAbility(GameEnum.AbilityName abilityName, A_Airship owner) { /* * if (this.abilitiesDict.ContainsKey (abilityName)) * return this.abilitiesDict [abilityName].Clone (owner); * return null; */ return(this.abilityFactory.CloneAbility(abilityName, owner)); }
protected A_Ability(GameEnum.AbilityName abilityName, int manaCost, float cooldown, float maxRange, AudioClip clip, A_Airship owner) { this.abilityName = abilityName; this.manaCost = manaCost; this.cooldown = cooldown; this.maxRange = maxRange; this.clip = clip; this.owner = owner; }
/* * this.abilitiesDict.Add(GameEnum.AbilityName.ABILITY_STRAIGHTBULLET, new Ability_StraightShot(this.abilityScriptables.straightShot.projectilePrefab, null)); * this.abilitiesDict.Add(GameEnum.AbilityName.ABILITY_TARGETAOE, new Ability_TargetAOE(this.abilityScriptables.targetAOE.projectilePrefab, null)); * this.abilitiesDict.Add(GameEnum.AbilityName.ABILITY_AUTOBULLET, new Ability_AutoBullet(this.abilityScriptables.autoBullet.projectilePrefab, null)); * this.abilitiesDict.Add(GameEnum.AbilityName.ABILITY_FRONTSWIPE, new Ability_FrontSwipe(this.abilityScriptables.frontSwipe.swipePrefab, null)); * this.abilitiesDict.Add(GameEnum.AbilityName.ABILITY_HOMINGMISSILE, new Ability_HomingMissile(this.abilityScriptables.homingMissile.projectilePrefab, null)); * this.abilitiesDict.Add(GameEnum.AbilityName.ABILITY_BLINKFORWARD, new Ability_BlinkForward(null)); */ public A_Ability CloneAbility(GameEnum.AbilityName abilityName, A_Airship owner) { int abilityInt = (int)abilityName; if (abilityInt < this.abilityScriptables.abilities.Length) { SO_Abilities.AbilityProperties ability = this.abilityScriptables.abilities [abilityInt]; switch (abilityName) { case GameEnum.AbilityName.NONE: break; case GameEnum.AbilityName.ABILITY_STRAIGHTBULLET: return(new Ability_StraightShot(ability.abilityName, ability.manaCost, ability.cooldown, ability.maxRange, ability.projectilePrefab, ability.clip, owner)); break; case GameEnum.AbilityName.ABILITY_TARGETAOE: return(new Ability_TargetAOE(ability.abilityName, ability.manaCost, ability.cooldown, ability.maxRange, ability.projectilePrefab, ability.clip, owner)); break; case GameEnum.AbilityName.ABILITY_AUTOBULLET: return(new Ability_AutoBullet(ability.abilityName, ability.manaCost, ability.cooldown, ability.maxRange, ability.projectilePrefab, ability.clip, owner)); break; case GameEnum.AbilityName.ABILITY_FRONTSWIPE: return(new Ability_FrontSwipe(ability.abilityName, ability.manaCost, ability.cooldown, ability.maxRange, ability.projectilePrefab, ability.clip, owner)); break; case GameEnum.AbilityName.ABILITY_HOMINGMISSILE: return(new Ability_HomingMissile(ability.abilityName, ability.manaCost, ability.cooldown, ability.maxRange, ability.projectilePrefab, ability.clip, owner)); break; case GameEnum.AbilityName.ABILITY_BLINKFORWARD: return(new Ability_BlinkForward(ability.abilityName, ability.manaCost, ability.cooldown, ability.maxRange, ability.projectilePrefab, ability.clip, owner)); break; default: break; } } return(null); }
public void SetOwner(A_Airship owner) { this.owner = owner; }
public Ability_StraightShot(GameEnum.AbilityName abilityname, int manaCost, float cooldown, float maxRange, GameObject projectilePrefab, AudioClip clip, A_Airship owner) : base(abilityname, manaCost, cooldown, maxRange, clip, owner) { this.projectilePrefab = projectilePrefab; }
public FSMAction_RotateHeadingUpdate(A_Airship owner, Transform[] directions, float duration) { this.owner = owner; this.directions = directions; this.turnDuration = duration; }
public FSMAction_MoveToPlayerEnter(A_Airship owner) { this.owner = owner; }
public FSMAction_MoveToPlayerUpdate(A_Airship owner, A_Airship player) { this.owner = owner; this.player = player; }
public void SetTarget(A_Airship target) { this.target = target; }
public FSMAction_MoveToPositionEnter(A_Airship owner) { this.owner = owner; }
public FSMAction_MoveToPositionUpdate(A_Airship owner, Vector3 target) { this.owner = owner; this.target = target; }
public FSMAction_PatrolEnter(A_Airship owner) { this.owner = owner; }
public FSMAction_PatrolUpdate(A_Airship owner, Transform[] patrolPoints) { this.owner = owner; this.patrolPoints = patrolPoints; }