private void setProjectileStatusAttributes(rangeattack rangeattack) { if (this.trickster.burnSE == true) { rangeattack.setBurn(); } if (this.trickster.blightSE == true) { rangeattack.setBlight(); } if (this.trickster.slowSE == true) { rangeattack.setSlow(); } if (this.trickster.stunSE == true) { rangeattack.setStun(); } if (this.trickster.markSE == true) { rangeattack.setMark(); } if (this.trickster.breakSE == true) { rangeattack.setBreak(); } if (this.trickster.netSE == true) { rangeattack.setNet(); } if (this.trickster.purgeSE == true) { rangeattack.setPurge(); } }
// Instantiate and and chase the target void shoot() { GameObject rangeAttack_object = (GameObject)Instantiate( this.rangeAttackPrefab, firePoint, this.rangeAttackFirepoint.rotation); rangeattack rangeattack = rangeAttack_object.GetComponent <rangeattack>(); if (stance.Equals("Melee")) { rangeattack.speed = 10f; rangeAttack_object.GetComponent <SpriteRenderer>().enabled = false; } else { rangeattack.speed = 3f; } if (rangeattack != null) { this.setProjectileStatusAttributes(rangeattack); rangeattack.updateStats(trickster.POW, trickster.AMP); rangeattack.chase(this.target); } }