Пример #1
0
    //defend stance effect.  Should only be called using this.stance_delegate
    protected override int defend()
    {
        GameObject station = Resources.Load <GameObject>("health_station");

        Instantiate(station, transform.position, Quaternion.identity);
        animcomp.animAbil("heal");
        return(max_cooldown_defend);
    }
    protected override int attack()
    {
        GameObject cone_collider = Resources.Load <GameObject>("sabotage_cone_attack");

        Instantiate(cone_collider, transform.position, transform.rotation);
        animcomp.animAbil("sabo");
        weakSoundSource.Play();
        return(max_cooldown_attack);
    }
Пример #3
0
    //attack stance effect.  Should only be called using this.stance_delegate
    protected override int attack()
    {
        GameObject mine1 = Resources.Load <GameObject>("flame");

        mine1.GetComponent <Weapon_Firemine> ().target = Weapon_Firemine.Following.Companion;
        Instantiate(mine1, new Vector3(0, 1, 1), this.transform.rotation);
        animcomp.animAbil("flame");
        flameSoundSource.Play();
        return(max_cooldown_attack);
    }