private void BloodMeshParticlesHandler(Quaternion direction) { if (GameController.Instance.bloodMeshParticles) { FunctionInterval.Create(CreateMeshParticles(5, 7, direction), .2f, Random.Range(3, 4)); } }
public void OnEntry() { id = count++; // Entity.Engaging.HardLookAtTarget(); FunctionInterval.Create( Entity.Engaging.Attack, Entity.Engaging.AttackCoolDown, tag: $"AttackLoop#{id}" ); }
private void Start() { Agent = GetComponent <NavMeshAgent>(); FunctionInterval.Create(() => Agent.radius += GrowthRate, GrowthSpeed, Ticks); }
private void BloodBath() { FunctionInterval.Create(BloodSpill(5, 12), .1f, Random.Range(20, 40)); }
/*------------------------------------------------------------------*\ |* Private methodes \*------------------------------------------------------------------*/ private void Bleed() { FunctionInterval.Create(BloodSpill(8, 8), .2f, Random.Range(2, 4)); }