public void SetBaseProperties(AttackPattern.Properties properties) { this.properties.ownerType = properties.ownerType; this.properties.template = properties.template; this.properties.isAlternateFire = properties.isAlternateFire; this.properties.isMagnum = properties.isMagnum; this.properties.damage = properties.damage; this.properties.speed = properties.speed; this.properties.frequency = properties.frequency; this.properties.magnitude = properties.magnitude; this.properties.magExpandMult = properties.magExpandMult; this.properties.giveStatRepelDur = properties.giveStatRepelDur; this.properties.slowValue = properties.slowValue; this.properties.repelValue = properties.repelValue; this.properties.trapDelayExpand = properties.trapDelayExpand; this.properties.trapExpandDur = properties.trapExpandDur; this.properties.trapExpandSpd = properties.trapExpandSpd; this.properties.trapRotateSpd = properties.trapRotateSpd; this.properties.trapMoveSpd = properties.trapMoveSpd; this.properties.trapDelayShrink = properties.trapDelayShrink; this.properties.trapShrinkSpd = properties.trapShrinkSpd; this.properties.trapFadeSpd = properties.trapFadeSpd; }
public void SetStatRepel(AttackPattern.Properties prop) { mPlayerController.moveSpeed = prop.slowValue; mStatRepelDur = prop.giveStatRepelDur; mRepelValue = prop.repelValue; StartCoroutine(HandleTimerSequence(mStatRepelDur, true, ResetStatRepel)); mTrapLaser.InitializeTrapLaser(mPlayerController.playerID, prop); }
public void InitializeTrapLaser(int playerID, AttackPattern.Properties prop) { if (playerID == 1) { target = GameManager.sSingleton.player1; } else { target = GameManager.sSingleton.player2; } mExpandDelay = prop.trapDelayExpand; mDuration = prop.trapExpandDur; mExpandSpeed = prop.trapExpandSpd; mRotateSpeed = prop.trapRotateSpd; mMoveSpd = prop.trapMoveSpd; mShrinkDelay = prop.trapDelayShrink; mShrinkSpeed = prop.trapShrinkSpd; mTrapFadeSpeed = prop.trapFadeSpd; StartCoroutine(ExpandSequence(MoveToNearestTarget)); }