示例#1
0
    // Obtain a projectile from ProjectileFactory and shoots it
    // Shoot is here instead of CmdShoot is such that Raycast would work on the local player who shoots it
    // If it's a normal projectile, nothing really happens, CmdShoot is called.
    // If it's a lightning projectile, finalPosition is calculated and passed into CmdShoot.
    public void Shoot(Vector2 shootDirection, ElementType elementType, int elementLevel)
    {
        //Earth type expand when "shoot"
        if (elementType == ElementType.Earth)
        {
            if (currentEarthProjectileSpawner)
            {
                currentEarthProjectileSpawner.GetComponent <EarthProjectileSpawner>().startExpand();
            }
            return;
        }
        Rigidbody2D  projectile  = projectileFactory.getProjectileFromType(elementType, elementLevel);
        float        maxDistance = projectile.GetComponent <ProjectileController>().maxDistance;
        int          layerMask   = LayerMask.GetMask("Enemy", "Wall");
        RaycastHit2D hit         = Physics2D.Raycast(transform.position, shootDirection, Mathf.Infinity, layerMask);
        Vector2      finalPosition;

        if (hit.distance <= maxDistance)
        {
            finalPosition = hit.transform.position;
        }
        else
        {
            finalPosition = new Vector2(transform.position.x, transform.position.y) + shootDirection.normalized * maxDistance;
        }
        CmdShoot(shootDirection, elementType, elementLevel, finalPosition);
        depleteEnergy(elementType, elementLevel);
    }
    [UnityTest]     /*1 Projectile to enemeyBat: enemyBat Hp=7? true;*/
    public IEnumerator ProjectileType2()
    {
        NetworkServer.Listen(7777);
        GameObject        gm = Instantiate(Resources.Load("Tests/GameManager")) as GameObject;
        ProjectileFactory projectileFactory = gm.GetComponent <ProjectileFactory> ();

        PlayerController.ElementType element = PlayerController.ElementType.Fire;
        int         level      = 2;
        Rigidbody2D projectile = projectileFactory.getProjectileFromType(element, level);

        yield return(new WaitForSeconds(1));

        GameObject projectile2 = Instantiate(Resources.Load("Tests/FireballProjectile2")) as GameObject;

        Assert.AreEqual(projectile2.GetComponent <ProjectileController>().projectileDamage, projectile.gameObject.GetComponent <ProjectileController>().projectileDamage);
    }
示例#3
0
    public void createProjectilePattern(string pattern, Vector3 startPosition, Vector2 shootDirection, bool belongToPlayer, GameObject shooter)
    {
        // Fire, Water
        Vector2 noDirection = new Vector2(1.0f, 0.0f);

        if (pattern == "basicFireball")
        {
            Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Fire, 1);
            Rigidbody2D clone;
            clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
            GameObject cloneGameObject = clone.gameObject;
            if (belongToPlayer)
            {
                cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
            }
            float   rotation = Mathf.Atan2(shootDirection.y, shootDirection.x) * Mathf.Rad2Deg;
            Vector2 velocity = shootDirection.normalized * cloneGameObject.GetComponent <ProjectileController>().projectileSpeed;
            cloneGameObject.GetComponent <ProjectileController> ().setVelocityAndRotation(velocity, rotation);
            NetworkServer.Spawn(cloneGameObject);
        }
        if (pattern == "weakFireball")
        {
            Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Fire, 0);
            Rigidbody2D clone;
            clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
            GameObject cloneGameObject = clone.gameObject;
            if (belongToPlayer)
            {
                cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
            }
            float   rotation = Mathf.Atan2(shootDirection.y, shootDirection.x) * Mathf.Rad2Deg;
            Vector2 velocity = shootDirection.normalized * cloneGameObject.GetComponent <ProjectileController>().projectileSpeed;
            cloneGameObject.GetComponent <ProjectileController> ().setVelocityAndRotation(velocity, rotation);
            NetworkServer.Spawn(cloneGameObject);
        }
        if (pattern == "shoot5FireballSpread30Degree")
        {
            for (int i = 0; i < 5; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Fire, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(shootDirection.y, shootDirection.x) * Mathf.Rad2Deg - 15 + 30 * i / 5;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot3FireballSpread30Degree2")
        {
            for (int i = 0; i < 3; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Fire, 2);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(shootDirection.y, shootDirection.x) * Mathf.Rad2Deg - 15 + 30 * i / 3;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot8Fireball360DegreeSpread")
        {
            for (int i = 0; i < 8; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Fire, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(shootDirection.y, shootDirection.x) * Mathf.Rad2Deg + 45 * i;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }

        if (pattern == "shoot18lv2Fireball360DegreeSpread")
        {
            for (int i = 0; i < 18; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Fire, 2);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(shootDirection.y, shootDirection.x) * Mathf.Rad2Deg + 20 * i;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }

        if (pattern == "basicWaterball")
        {
            Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 1);
            Rigidbody2D clone;
            clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
            GameObject cloneGameObject = clone.gameObject;
            if (belongToPlayer)
            {
                cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
            }
            float   rotation = Mathf.Atan2(shootDirection.y, shootDirection.x) * Mathf.Rad2Deg;
            Vector2 velocity = shootDirection.normalized * cloneGameObject.GetComponent <ProjectileController>().projectileSpeed;
            cloneGameObject.GetComponent <ProjectileController> ().setVelocityAndRotation(velocity, rotation);
            NetworkServer.Spawn(cloneGameObject);
        }

        if (pattern == "weakWaterball")
        {
            Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 0);
            Rigidbody2D clone;
            clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
            GameObject cloneGameObject = clone.gameObject;
            if (belongToPlayer)
            {
                cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
            }
            float   rotation = Mathf.Atan2(shootDirection.y, shootDirection.x) * Mathf.Rad2Deg;
            Vector2 velocity = shootDirection.normalized * cloneGameObject.GetComponent <ProjectileController>().projectileSpeed;
            cloneGameObject.GetComponent <ProjectileController> ().setVelocityAndRotation(velocity, rotation);
            NetworkServer.Spawn(cloneGameObject);
        }
        if (pattern == "shoot5lv3Waterball360DegreeSpread")
        {
            for (int i = 0; i < 5; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 3);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(shootDirection.y, shootDirection.x) * Mathf.Rad2Deg + 72 * i;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot4Waterball360DegreeSpread0")
        {
            for (int i = 0; i < 4; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(noDirection.y, noDirection.x) * Mathf.Rad2Deg + 360 / 4 * i + 90 / 8 * 0;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot4Waterball360DegreeSpread1")
        {
            for (int i = 0; i < 4; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(noDirection.y, noDirection.x) * Mathf.Rad2Deg + 360 / 4 * i + 90 / 8 * 1;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot4Waterball360DegreeSpread2")
        {
            for (int i = 0; i < 4; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(noDirection.y, noDirection.x) * Mathf.Rad2Deg + 360 / 4 * i + 90 / 8 * 2;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot4Waterball360DegreeSpread3")
        {
            for (int i = 0; i < 4; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(noDirection.y, noDirection.x) * Mathf.Rad2Deg + 360 / 4 * i + 90 / 8 * 3;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot4Waterball360DegreeSpread4")
        {
            for (int i = 0; i < 4; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(noDirection.y, noDirection.x) * Mathf.Rad2Deg + 360 / 4 * i + 90 / 8 * 4;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot4Waterball360DegreeSpread5")
        {
            for (int i = 0; i < 4; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(noDirection.y, noDirection.x) * Mathf.Rad2Deg + 360 / 4 * i + 90 / 8 * 5;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot4Waterball360DegreeSpread6")
        {
            for (int i = 0; i < 4; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(noDirection.y, noDirection.x) * Mathf.Rad2Deg + 360 / 4 * i + 90 / 8 * 6;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "shoot4Waterball360DegreeSpread7")
        {
            for (int i = 0; i < 4; i++)
            {
                Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Water, 1);
                Rigidbody2D clone;
                clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
                GameObject cloneGameObject = clone.gameObject;
                if (belongToPlayer)
                {
                    cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
                }
                float rotation = Mathf.Atan2(noDirection.y, noDirection.x) * Mathf.Rad2Deg + 360 / 4 * i + 90 / 8 * 7;
                cloneGameObject.GetComponent <ProjectileController> ().setRotation(rotation);
                //float vx = cloneGameObject.transform.right*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                //float vy = cloneGameObject.transform.up*projectile.GetComponent<ProjectileController> ().projectileSpeed;
                Vector2 velocity = new Vector2(Mathf.Cos(rotation * Mathf.Deg2Rad), Mathf.Sin(rotation * Mathf.Deg2Rad)).normalized *cloneGameObject.GetComponent <ProjectileController> ().projectileSpeed;
                cloneGameObject.GetComponent <ProjectileController> ().setVelocity(velocity);
                NetworkServer.Spawn(cloneGameObject);
            }
        }
        if (pattern == "basicLightningball")
        {
            Rigidbody2D  projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Lightning, 0);
            Rigidbody2D  clone;
            float        maxDistance = projectile.GetComponent <ProjectileController> ().maxDistance;
            int          layerMask   = LayerMask.GetMask("Player", "Wall");                                         //changed Player and wall
            RaycastHit2D hit         = Physics2D.Raycast(startPosition, shootDirection, Mathf.Infinity, layerMask); // change transform to startPostion
            Vector2      finalPosition;
            if (hit.distance <= maxDistance)
            {
                finalPosition = hit.transform.position;
            }
            else
            {
                finalPosition = new Vector2(startPosition.x, startPosition.y) + shootDirection.normalized * maxDistance;
            }
            clone = Instantiate(projectile, finalPosition, transform.rotation) as Rigidbody2D;
            GameObject lightning = Instantiate(lightningEffect, transform.position, transform.rotation);
            lightning.GetComponent <LightningBoltScript> ().StartPosition = startPosition;
            lightning.GetComponent <LightningBoltScript> ().EndPosition   = finalPosition;
            NetworkServer.Spawn(lightning);
            GameObject cloneGameObject = clone.gameObject;
            NetworkServer.Spawn(cloneGameObject);
            if (belongToPlayer)
            {
                cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
            }
        }
        if (pattern == "basicRockball")
        {
            Rigidbody2D projectile = projectileFactory.getProjectileFromType(PlayerController.ElementType.Earth, 1);
            Rigidbody2D clone;
            clone = Instantiate(projectile, startPosition, transform.rotation) as Rigidbody2D;
            GameObject cloneGameObject = clone.gameObject;
            if (belongToPlayer)
            {
                cloneGameObject.GetComponent <ProjectileController> ().belongsToPlayer();
            }
            cloneGameObject.GetComponent <EarthProjectileSpawner> ().shooter = shooter;
            NetworkServer.Spawn(cloneGameObject);
        }
    }