Пример #1
0
 public override void Damage(Transform enemy)
 {
     base.Damage(enemy);
     // Dubuff_Burn
     StartCoroutine(BuffManager.ActiveBuff(enemy.gameObject.GetComponent <Enemy>(), buffElements_Burn));
     // Q. transform 에서 이렇게 enemy object를  가져오는게 괜찮은 방법인지..?
 }
Пример #2
0
    private void Laser()
    {
        if (targetEnemy != null)
        {
            //targetEnemy.TakeDamage(damageOverTime * Time.deltaTime);
            targetEnemy.TakeDamageByPercent(damageOverTime * Time.deltaTime);
            //targetEnemy.Slow(slowPercent);
            if (laserDubffCoroutin != null)
            {
                laserDubffCoroutin = StartCoroutine(BuffManager.ActiveBuff(targetEnemy, buffElementsMoveSlow));
            }
        }

        if (!lineRenderer.enabled)
        {
            lineRenderer.enabled = true;
            laserBeamImpactEffect.Play();
            laserBeamImpactLight.enabled = true;
        }

        lineRenderer.SetPosition(0, firePoint.position);
        lineRenderer.SetPosition(1, targetTransform.position);

        Vector3 dir = firePoint.position - targetTransform.position;

        laserBeamImpactEffect.transform.position = targetTransform.position + dir.normalized * 0.5f;
        laserBeamImpactEffect.transform.rotation = Quaternion.LookRotation(dir);
    }