public override void Attack(BaseGameEntity target) { Projectile_Flame projectile = EntityManager.S.GetEntity(projectileType) as Projectile_Flame; projectile.transform.position = transform.position; projectile.transform.rotation = transform.rotation; // becuase the tower is already looking at the enemy projectile.scaleWidth = flamePartical.transform.localScale.x; // scale as the flame particle does projectile.FireProjectile(target.transform, cur_damage, cur_attkRange); SetAnimation_Attack(); }
// TODO: this is a hack. the Weapon should store whether it does pushback bool DoesWeaponApplyPushbackForce(GameObject weapon) { Weapon_Melee_Boomerang b = weapon.GetComponent <Weapon_Melee_Boomerang>(); if (b != null) { return(false); } Projectile_Flame f = weapon.GetComponent <Projectile_Flame>(); if (f != null) { return(false); } return(true); }