Пример #1
0
    protected override void Shoot()
    {
        Vector3 dir = Gamef.GenerateRandomDirection(Caster.transform.forward, Caster.RuntimeAccuracy);

        tmp = Gamef.Instantiate(fireballPrefab, SpawnTransform.position, Quaternion.LookRotation(dir));
        tmp.GetComponent <Missile>().Init(Caster, AimController.Instance.TargetForStrafeSkill, this);
    }
Пример #2
0
    protected override Missile Shoot()
    {
        Vector3 dir = Gamef.GenerateRandomDirection(Caster.SpawnTransform.forward, Caster.RuntimeAccuracy, random);

        tmp = Gamef.Instantiate(missilePrefab, SpawnTransform.position, Quaternion.LookRotation(dir));
        Missile missile = tmp.GetComponent <Missile>();

        missile.Init(Caster, Target, this);
        Caster.RuntimeAccuracy -= Data.AccuracyHeatupSpeed;
        return(missile);
    }
    protected override Missile Shoot()
    {
        Vector3 dir = Gamef.GenerateRandomDirection(Caster.SpawnTransform.forward, Caster.RuntimeAccuracy, random);

        tmp = Gamef.Instantiate(missilePrefab, SpawnTransform.position, Quaternion.LookRotation(dir));
        Missile missile = tmp.GetComponent <Missile>();

        missile.Init(Caster, Target, this, new MissileHitBasicHandler(), new FireBallEffectHandler());
        //Debug.Log("Strafe Accuracy : " + Caster.RuntimeAccuracy);
        Caster.RuntimeAccuracy -= Data.AccuracyHeatupSpeed;
        return(missile);
    }
    protected override Missile Shoot()
    {
        Debug.Log(string.Format("ID {0} test burst start at {1}", Caster.attributes.ID, Gamef.SystemTimeInMillisecond));
        Vector3 dir = Gamef.GenerateRandomDirection(Caster.SpawnTransform.forward, Caster.RuntimeAccuracy, random);

        tmp = Gamef.Instantiate(missilePrefab, SpawnTransform.position, Quaternion.LookRotation(dir));
        Missile missile = tmp.GetComponent <Missile>();

        missile.Init(Caster, Target, this, new MissileHitBasicHandler(), new FireBallEffectHandler());
        //Debug.Log("Strafe Accuracy : " + Caster.RuntimeAccuracy);
        Caster.RuntimeAccuracy -= Data.AccuracyHeatupSpeed;
        return(missile);
    }
Пример #5
0
    protected override Missile Shoot()
    {
        Vector3 dir = Gamef.GenerateRandomDirection(Caster.SpawnTransform.forward, Caster.RuntimeAccuracy, random);

        tmp = Gamef.Instantiate(missilePrefab, SpawnTransform.position, Quaternion.LookRotation(dir));
        //if (GameCtrl.IsVR)
        //    Gamef.ControllerVibration(0f, 0.1f, 160, 0.5f, Valve.VR.SteamVR_Input_Sources.RightHand);
        Missile missile = tmp.GetComponent <Missile>();

        missile.Init(Caster, Target, this);
        //Debug.Log("Strafe Accuracy : " + Caster.RuntimeAccuracy);
        Caster.RuntimeAccuracy -= Data.AccuracyHeatupSpeed;
        return(missile);
    }