Пример #1
0
    public override void SetData(Nettention.Proud.HostID remoteID, Transform target)
    {
        _target   = target;
        _remoteID = remoteID;

        _targetBase = _target.GetComponent <SportManBase>();

        //Debug.Log("Toxic Ball Rate : " + _addRate);

        if (_targetBase)
        {
            _targetBase.ToxicRate = _addRate;
        }
    }
Пример #2
0
    // 볼 던지기
    public void RemoteShootBall(Vector3 pos, Vector3 direct, float maxPain, float pain, SportManBase target)
    {
        gameObject.SetActive(true);
        _ball.RemoteShootBall(pos, direct, maxPain, pain, _levelpain, target);
        _ball.CurrentState = BALL_STAT.REMOTESHOOT;
        _own = false;

        if (_property.Equals(BALL_PROPERTY.NORMAL) == false)
        {
            _property = BALL_PROPERTY.ACTIVE;
        }
    }
Пример #3
0
 public void ThrowDodgeBall(long ballIndex, float max, float power, UnityEngine.Vector3 position, UnityEngine.Vector3 direct, UnityEngine.Vector3 rotation, SportManBase target)
 {
 }
Пример #4
0
    //  네트워크 리시트 볼 던지기
    public void ShootBall(Vector3 pos, Vector3 direct, int layer, float maxPain, float pain, SportManBase target)
    {
        //Debug.LogFormat("Shoot Ball UID : {0}" , UID);

        //_ball.ShootBall(pos, direct, GlobalUtil.MyAttackBall, maxPain, pain,_levelpain, target);
        _ball.ShootBall(pos, direct, layer, maxPain, pain, _levelpain, target);
        _own = false;

        if (_property.Equals(BALL_PROPERTY.NORMAL) == false)
        {
            _property = BALL_PROPERTY.ACTIVE;
        }
    }