protected void DoubleShoot() { ShotBasic shot = Instantiate(shotPrefab, transform.position + new Vector3(0f, 0.1f, 0f), Quaternion.identity).GetComponent <ShotBasic>(); shot.setProperties(ShotProperties); shot.SetTarget(Target); shot = Instantiate(shotPrefab, transform.position + new Vector3(0f, -0.1f, 0f), Quaternion.identity).GetComponent <ShotBasic>(); shot.setProperties(ShotProperties); shot.SetTarget(Target); increaseAttackSpeedWithShot(); increaseAttackSpeedWithShot(); }
protected override bool Attack() { Retarget(TowerProperties.Range); if (!TargetSet) { return(false); } CurrentCooldown = TowerProperties.Cooldown; ShotBasic shot = Instantiate(shotPrefab, transform.position, Quaternion.identity).GetComponent <ShotBasic>(); shot.setProperties(ShotProperties); shot.SetTarget(Target); return(true); }
protected override bool Attack() { CastleProperties p = TowerProperties as CastleProperties; Retarget(TowerProperties.Range); if (!TargetSet) { return(false); } CurrentCooldown = TowerProperties.Cooldown; for (int i = 0; i < p.ShotCount; i++) { ShotBasic shot = Instantiate(shotPrefab, transform.position + new Vector3(0f, 0.1f * i, 0f), Quaternion.identity).GetComponent <ShotBasic>(); shot.setProperties(ShotProperties); shot.SetTarget(Target); } return(true); }