Пример #1
0
    public void FireSkill1()
    {
        //Start posiiton for the particle effect to begin at
        Vector3 firePos = new Vector3(projectilePos.transform.position.x, projectilePos.transform.position.y, projectilePos.transform.position.z);

        //A new hit point that has the y value higher to be level with the character
        //Stops the projectile from hitting the ground
        Vector3 newHitPoint = attackRaycastHit.point;

        newHitPoint.y = firePos.y;

        //Instantiate the particle projectile at the fire position location.
        GameObject projectile = Instantiate(skill1, firePos, Quaternion.identity) as GameObject;

        //Rotate projectile to look at attack point
        projectile.transform.LookAt(newHitPoint);

        //Add a rigid body and add force to move it towards the location
        projectile.GetComponent <Rigidbody>().AddForce(projectile.transform.forward * 1000);

        //Set new projectile rotation because rotation is off
        float newNum = projectile.transform.eulerAngles.y + arrowYRotationOffset;

        projectile.transform.eulerAngles = new Vector3(projectile.transform.eulerAngles.x, newNum, projectile.transform.eulerAngles.z);

        Player_Arrow_Collision arrowScr = projectile.GetComponent <Player_Arrow_Collision>();

        arrowScr.SetAttack(skill1Damage);

        Destroy(projectile, 7f);
    }
Пример #2
0
    public void ArrowInstantiateHelper(Vector3 firePosition, Vector3 attackPoint)
    {
        //Instantiate the particle projectile at the fire position location.
        GameObject projectile = Instantiate(skill, firePosition, Quaternion.identity) as GameObject;

        //Rotate projectile to look at attack point
        projectile.transform.LookAt(attackPoint);

        //Add a rigid body and add force to move it towards the location
        projectile.GetComponent <Rigidbody>().AddForce(projectile.transform.forward * 1000);

        //Set new projectile rotation because rotation is off
        float newNum = projectile.transform.eulerAngles.y + 92f;

        projectile.transform.eulerAngles = new Vector3(projectile.transform.eulerAngles.x, newNum, projectile.transform.eulerAngles.z);

        Player_Arrow_Collision arrowScr = projectile.GetComponent <Player_Arrow_Collision>();

        arrowScr.SetAttack(damage);

        Destroy(projectile, 4f);
    }