private float m_DelayTimer = 0.0f; //The timer that increments as time moves forward public HitScanShotNode(AI reference, Transform shootLocation, HitScanSingleTarget hitScanShot, int damage, float delay) : base(reference) { m_ShootLocation = shootLocation; m_HitScanShot = hitScanShot; m_Damage = damage; m_Delay = delay; }
private NetworkLineRenderer m_LineRenderer = null; //reference to network line renderer used for snipe protected override void Awake() { base.Awake(); m_Cycle = new IECycle(m_Health.HP / 4, 4); m_HitScanShot = GetComponent <HitScanSingleTarget>(); m_LineRenderer = GetComponent <NetworkLineRenderer>(); m_CircularAOEPrefab = PhotonNetwork.Instantiate("Attacks/InannaCircularAOE", Vector3.zero, Quaternion.identity, 0); m_CircularAOEPrefab.GetComponent <LiamBehaviour>().SetActive(false); SetNavMeshAgent(false); GameManager.PlayerPopulation += OnFindEreshkigal; m_ShouldFadeOut = false; }