public override List <GameObject> GetTargets(ref Vector3 casting_position, ref SkillTier tier, ref GameObjectList targets, ref GameObject caster)
    {
        List <GameObject> list = new List <GameObject>();

        foreach (GameObject obj in targets.GetList())
        {
            if (ObjectManager.Instance.GetActiveObjects(obj) != null)
            {
                foreach (GameObject entity in ObjectManager.Instance.GetActiveObjects(obj))
                {
                    if (Vector3.Distance(casting_position, entity.transform.position) < _Range * ((tier != null) ? tier.GetMultiplyer() : 1))
                    {
                        list.Add(entity);
                    }
                }
            }
        }

        return(list);
    }
Пример #2
0
    public override void Init(Vector3 dir, float speed, ProjectileProperties projectile_properties, List <StatusEffect> Status, GameObjectList Targetable, float timer = 5, float damage = 1, float multiplyer = 1, float percentage = 0)
    {
        _Dir                  = dir;
        _speed                = speed;
        _timer                = timer * multiplyer;
        _damage               = damage;
        _multiplyer           = multiplyer;
        _percentage           = percentage;
        _ProjectileProperties = projectile_properties;
        _PlayedCastingAudio   = _PlayedEndingAudio = false;

        if (projectile_properties.GetMovingParticle() != null)
        {
            _MovingParticleCopy = Instantiate(projectile_properties.GetMovingParticle(), gameObject.transform);
        }

        if (projectile_properties.GetImpactParticle() != null)
        {
            ParticleInterface temp = projectile_properties.GetImpactParticle().GetComponent <ParticleInterface>();
            temp.Init();
            _impact_particle_timer = temp.GetLongestParticleEffect();
        }

        if (_Targetable.Count > 0)
        {
            _Targetable.Clear();
        }
        _Targetable.AddRange(Targetable.GetList());

        if (_StatusEffects.Count > 0)
        {
            _StatusEffects.Clear();
        }

        if (Status.Count > 0)
        {
            _StatusEffects.AddRange(Status);
        }
    }