Пример #1
0
    public override void doSkill()
    {
        if (gasing.getSP() > skillPointNeeded)
        {
            targetEnemy = findNearestEnemy();                           //cari terus musuh terdekat
            if (targetEnemy)
            {
                gasingEnemy = targetEnemy.GetComponent <Gasing> ();

                if (GamePrefs.isMultiplayer)
                {
                    Network.Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0), 11);
                    Network.Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0), 11);
                    Network.Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0), 11);
                }
                else
                {
                    Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0));
                    Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0));
                    Instantiate(prefab, targetEnemy.transform.position, Quaternion.Euler(270, 0, 0));
                }

                gasingEnemy.EPKurang(damageInflicted);
                gasing.SPKurang(skillPointNeeded);                              //kurangi skillpoint gasing

                base.doSkill();
            }
        }
    }
Пример #2
0
    public override void doSkill()
    {
        if (GamePrefs.isMultiplayer)
        {
            targetEnemies = mp_findAllTarget().ToArray();
        }
        else
        {
            targetEnemies = GameObject.FindGameObjectsWithTag("Enemy");
        }

        if (gasing.getSP() > skillPointNeeded)
        {
            if (targetEnemies.Length > 0)
            {
                if (GamePrefs.isMultiplayer)
                {
                    foreach (GameObject targetEnemy in targetEnemies)
                    {
                        StatusController targetEnemySC     = targetEnemy.GetComponent <StatusController>();
                        Gasing           targetEnemyGasing = targetEnemy.GetComponent <Gasing>();
                        Network.Instantiate((GameObject)Resources.Load("Prefab/Prefab Obstacle/Holy Blast"), targetEnemyGasing.transform.position, Quaternion.Euler(0, 0, 0), 20);
                        if (targetEnemySC)
                        {
                            targetEnemyGasing.EPKurang(targetEnemyGasing.energiPoint * 0.333f);
                            targetEnemySC.applyStatus("StatusFreeze", 10);
                        }
                    }
                }
                else
                {
                    foreach (GameObject targetEnemy in targetEnemies)
                    {
                        StatusController targetEnemySC     = targetEnemy.GetComponent <StatusController>();
                        Gasing           targetEnemyGasing = targetEnemy.GetComponent <Gasing>();
                        Instantiate((GameObject)Resources.Load("Prefab/Prefab Obstacle/Holy Blast"), targetEnemyGasing.transform.position, Quaternion.Euler(0, 0, 0));
                        if (targetEnemySC)
                        {
                            targetEnemyGasing.EPKurang(targetEnemyGasing.energiPoint * 0.333f);
                            targetEnemySC.applyStatus("StatusFreeze", 10);
                        }
                    }
                }
                base.doSkill();
            }
        }
    }
Пример #3
0
    public override void doSkill()
    {
        if (GamePrefs.isMultiplayer)
        {
            targetEnemies = mp_findAllTarget().ToArray();
        }
        else
        {
            targetEnemies = GameObject.FindGameObjectsWithTag("Enemy");
        }

        if (gasing.getSP() > skillPointNeeded)
        {
            if (targetEnemies.Length > 0)
            {
                foreach (GameObject targetEnemy in targetEnemies)
                {
                    StatusController targetEnemySC     = targetEnemy.GetComponent <StatusController>();
                    Gasing           targetEnemyGasing = targetEnemy.GetComponent <Gasing>();
                    PhysicsTabrak    targetEnemyPT     = targetEnemy.GetComponent <PhysicsTabrak>();
                    if (targetEnemySC)
                    {
                        targetEnemyGasing.EPKurang(targetEnemyGasing.energiPoint * 0.333f);
                        if (GamePrefs.isMultiplayer)
                        {
                            Network.Instantiate((GameObject)Resources.Load("Effect/Detonator-Simple"), targetEnemyGasing.transform.position, Quaternion.Euler(0, 0, 0), 20);
                        }
                        else
                        {
                            Instantiate((GameObject)Resources.Load("Effect/Detonator-Simple"), targetEnemyGasing.transform.position, Quaternion.Euler(0, 0, 0));
                        }
                        targetEnemySC.applyStatus("StatusStun", 2.5f);
                        Vector3 heading   = targetEnemyGasing.rigidbody.position - gasing.rigidbody.position;
                        Vector3 direction = heading / heading.magnitude;
                        Vector3 mdirXZ    = new Vector3(direction.x, 0, direction.z);
                        targetEnemySC.rigidbody.AddForce(mdirXZ * 4000);
                        targetEnemyPT.isInvicibleAfterClash = true;
                        targetEnemyPT.timeCountAfterClash   = 0f;
                        targetEnemyPT.geserForce            = 600 * mdirXZ;
                    }
                }
            }
            base.doSkill();
        }
    }
Пример #4
0
    public override void doSkill()
    {
        if (GamePrefs.isMultiplayer)
        {
            targetEnemies = mp_findAllTarget().ToArray();
        }
        else
        {
            targetEnemies = GameObject.FindGameObjectsWithTag("Enemy");
        }

        if (gasing.getSP() > skillPointNeeded)
        {
            if (targetEnemies.Length > 0)
            {
                if (GamePrefs.isMultiplayer)
                {
                    foreach (GameObject targetEnemy in targetEnemies)
                    {
                        Gasing targetEnemyGasing = targetEnemy.GetComponent <Gasing>();
                        Network.Instantiate((GameObject)Resources.Load("Effect/Detonator-Simple"), targetEnemyGasing.transform.position, Quaternion.Euler(0, 0, 0), 20);
                        if (targetEnemyGasing)
                        {
                            targetEnemyGasing.EPKurang(targetEnemyGasing.energiPoint * 0.5f);
                        }
                    }
                }
                else
                {
                    foreach (GameObject targetEnemy in targetEnemies)
                    {
                        Gasing targetEnemyGasing = targetEnemy.GetComponent <Gasing>();
                        Instantiate((GameObject)Resources.Load("Effect/Detonator-Simple"), targetEnemyGasing.transform.position, Quaternion.Euler(0, 0, 0));
                        if (targetEnemyGasing)
                        {
                            targetEnemyGasing.EPKurang(targetEnemyGasing.energiPoint * 0.5f);
                        }
                    }
                }
                base.doSkill();
            }
        }
    }