protected void SetupAfterAttackDelay(Unit target, GameObject basicAttackPrefab) { BasicAttackCycle.LockBasicAttack(); AttackIsInQueue = false; ((Champion)unit).OrientationManager.StopTargetRotation(); ProjectileUnitTargeted projectile = (Instantiate(basicAttackPrefab, transform.position, transform.rotation)).GetComponent <ProjectileUnitTargeted>(); projectile.ShootProjectile(unit.Team, target, speed, AttackIsCritical.CheckIfAttackIsCritical(unit.StatsManager.CriticalStrikeChance.GetTotal())); if (empoweringAbilityWasActiveOnBasicAttackCast) { projectile.OnAbilityEffectHit += BasicAttackHit; } else { projectile.OnAbilityEffectHit += base.BasicAttackHit; } }
protected void Awake() { BasicAttackCycle = gameObject.AddComponent <BasicAttackCycle>(); }