public IEnumerator MagitionAttack(DefaultAttackData _defaultData, ExtraAttackData _extraData)
    {
        GameObject huricaneBurnObject = MonoBehaviour.Instantiate(magitionHuricaneBurnPrefab) as GameObject;

        huricaneBurnObject.transform.position = new Vector3(parentsObject.transform.position.x +
                                                            (_defaultData.rightFunctionPointer() == true ? +0.2f : -0.2f),
                                                            parentsObject.transform.position.y,
                                                            parentsObject.transform.position.z);
        MagitionAttackModel argModel = new MagitionAttackModel();

        argModel.appreanceFrame       = 10.0f;
        argModel.floatingTime         = _defaultData.m_fAttackSpeed * 0.6f;
        argModel.referencePosition    = weaponEffect;
        argModel.rightFunctionPointer = _defaultData.rightFunctionPointer;
        argModel.scale               = 1.0f; // 0.1 x move
        argModel.sheetingFrame       = 10.0f;
        argModel.sheetingSprite      = magitionSheetingHit;
        argModel.sheetingSpriteEnd   = magitionSheetingEnd;
        argModel.sheetingSpriteStart = magitionSheetingStart;
        argModel.stretchYMax         = 0.4f;
        argModel.stretchYMin         = 0.1f;
        argModel.targetArray         = new ArrayList();
        argModel.targetArray.Add(GlobalLayerMask.ENEMY_MASK);

        HurricaneBurn firballScript = huricaneBurnObject.GetComponent <HurricaneBurn>();

        firballScript.SetParameter(argModel);
        yield return(StartCoroutine(SwingWeapon(_defaultData.m_fAttackSpeed, _defaultData.m_fWeaponAxisStart, _defaultData.m_fWeaponAxisEnd, _defaultData.rightFunctionPointer(), _defaultData.hitList)));
    }
示例#2
0
 public void SetParameter(MagitionAttackModel _argModel)
 {
     attackModel = _argModel;
     currentStat = BURRICANEBURN_STATUS.SHEETITING_START;
 }