示例#1
0
        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;
        }
示例#2
0
        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;
        }