public override void CardGameAttack(Player attackPlayer, NPC attackNPC, Vector2 playerDrawPosition, Vector2 NPCDrawPosition, Vector2 panelPos) { EntrogicPlayer clientModPlayer = EntrogicPlayer.ModPlayer(attackPlayer); FireballBullet bullet = new FireballBullet(NPCDrawPosition + new Vector2(0, -10f)) { Velocity = new Vector2(0f, 3.4f), Position = playerDrawPosition + new Vector2(-10f, -6f), UIPosition = panelPos }; clientModPlayer._bullets.Add(bullet); }
private void ProcessManualAttack() { if (_time < 0 && Input.GetMouseButton(1)) { Vector3 bulletPos = transform.position; bulletPos.y += 1; FireballBullet bullet = Instantiate(GameManager.Instance.SelfDrivenBulletPrefab, bulletPos, Quaternion.identity).GetComponent <FireballBullet>(); Vector3 goTo = GameManager.Instance.LookAt.transform.position; goTo.y = bulletPos.y; bullet.goToVect = goTo; _time = _attackDelay; } }
private void ProcessAutoAttack() { GameObject enemy = GameManager.Instance.GetClosestEnemy(transform.position); if (_time < 0 && enemy != null && (enemy.transform.position - transform.position).magnitude < GameManager.Instance.AutoAttackDistance) { Vector3 bulletPos = transform.position; bulletPos.y += 1; FireballBullet bullet = Instantiate(GameManager.Instance.SelfDrivenBulletPrefab, bulletPos, Quaternion.identity).GetComponent <FireballBullet>(); bullet.goToObj = enemy; _time = _attackDelay; } }