Пример #1
0
        private IEnumerator AnimationUpdate(Vector3 targetPos)
        {
            this.triggeCollider.enabled = false;
            yield return(StartCoroutine(SkillUtility.Parabola(this.transform, targetPos, 70)));

            this.triggeCollider.enabled = true;
        }
Пример #2
0
        public override void Action()
        {
            base.Action();

            this.unit.StartCoroutine(SkillUtility.FireProjectile_CircularSector(
                                         this.unit,
                                         this.firePivot.position,
                                         this.info.power,
                                         this.info.lifeTime,
                                         this.info.bulletCount,
                                         360,
                                         this.info.fireCount,
                                         this.info.cycle,
                                         true,
                                         SoundKeys.EFFECT_DEFAULT_ATTACK));
        }
Пример #3
0
        /// <summary>
        /// index == 0 : 기본공격
        /// index == 1 : SpellAttack(SpellAttack은 종류가 여러가지임)
        /// index == 2 : JumpAttack
        /// </summary>
        public override void OnStartAttackEvent(int index)
        {
            base.OnStartAttackEvent(index);

            switch (index)
            {
            case SKILL_IDX_ATTACK:     // 기본 공격
            {
                SkillUtility.SimpleRangeDamage(this, this.hone.position, 1.5f, this.unitSide, this.defaultDamage, PrefabPath.Particle.FireHit, SoundKeys.EFFECT_HIT_SOUND);
                SoundManager.inst.PlaySound(SoundKeys.EFFECT_PUNCH, this.hone.position);
            }
            break;

            case SKILL_IDX_BULLET_ATTACK:
            {
                if (this.spell == SpellAttackKind.Direct)         // 360 샷
                {
                    this.skillModule.skills[SKILL_IDX_BULLET_ATTACK].Action();
                }
                else if (this.spell == SpellAttackKind.Summon)         // 소환
                {
                    this.skillModule.skills[SKILL_IDX_SUMMON].Action();
                }
                else if (this.spell == SpellAttackKind.SpiderWeb)         // 거미줄(일부로 하드코딩 했음)
                {
                    for (int i = 0; i < 2; i++)
                    {
                        SpiderWeb web = ObjectPoolManager.inst.Get <SpiderWeb>(PrefabPath.SpiderWeb);
                        web.transform.position = this.transform.position;

                        web.Init(this, Vector2.one * (Random.Range(-1.0f, 1) + 3));
                        web.PlayAnimation(KUtils.SamplePosition_NavMesh(this.transform.position + new Vector3(Random.Range(-5, 5), 0, Random.Range(-5, 5))));
                        SoundManager.inst.PlaySound(SoundKeys.EFFECT_CREATE_SPIDER_WEB, this.transform.position);
                    }
                }
            }
            break;

            case SKILL_IDX_JUMP_ATTACK:     // 점프공격
            {
                this.skillModule.skills[SKILL_IDX_JUMP_ATTACK].Action();
            }
            break;
            }
        }
Пример #4
0
        public override void OnStartAttackEvent(int index)
        {
            base.OnStartAttackEvent(index);
            switch (this.attackType)
            {
            case DefaultAttackType.Melee:
                SkillUtility.SimpleRangeDamage(this, this._firePivot.position, 1.5f, this.unitSide, this.defaultDamage, PrefabPath.Particle.FireHit, SoundKeys.EFFECT_HIT_SOUND);
                SoundManager.inst.PlaySound(SoundKeys.EFFECT_PUNCH, this._firePivot.position);
                break;

            case DefaultAttackType.ParabolaBomb:
            {
                //타겟이 없으면 안쏨
                if ((this.controller as SimpleAIController).target == null)
                {
                    return;
                }


                // 불릿 생성후 발사
                var bullet = ObjectPoolManager.inst.Get <BombBullet>(PrefabPath.Projectile.BombBullet);

                bullet.transform.position = this._firePivot.transform.position;

                // 불릿 초기화 및 발사
                bullet.Init(this, 1, 10);

                bullet.range = 1;
                bullet.FireParabola((this.controller as SimpleAIController).target.transform.position);
            }
            break;

            case DefaultAttackType.CircularSector:
                SoundManager.inst.PlaySound(SoundKeys.EFFECT_DEFAULT_ATTACK, this._firePivot.position);
                StartCoroutine(SkillUtility.FireProjectile_CircularSector(this, this._firePivot.position, 3, 3, 3, 90, 1, 0.5f));
                break;

            default:
                break;
            }
        }
Пример #5
0
 public void PlayAnimation(Vector3 targetPos)
 {
     StartCoroutine(SkillUtility.Parabola(this.transform, targetPos));
 }