//----------- boomb ani ----------------- IEnumerator _BoombToCollectCurrency(SpawnMoney self, int count, Vector3 to) { var i = 0; List <SpawnChild> objList = new List <SpawnChild>(); while (i < count) { var obj = CreateCurrencyObj(); i++; var sc = obj.AddComponent <SpawnChild>(); objList.Add(sc); sc.Init(self, to); yield return(new WaitForSecondsRealtime(timeToSpawn)); } yield return(new WaitForSecondsRealtime(timeToStop)); foreach (var item in objList) { item._FlyToPos(); } yield break; }
public bool Start() { if ((_hWnd = WinAPI.FindWindowByCaption(_hWnd, GameTitle)) == IntPtr.Zero) { return(false); } Process[] processes = Process.GetProcessesByName(ProcessName); bool temp = Attach(processes[0]); if (temp) { GodMode = new GodMode(_baseAddress, _memory); SpeedMultiplier = new SpeedMultiplier(_baseAddress, _memory); InfiniteAmmo = new InfiniteAmmo(_baseAddress, _memory); MoneyHack = new SpawnMoney(_baseAddress, _memory); MiscFeatures = new MiscFeatures(_baseAddress, _memory); ZombieHack = new ZombieHack(_playerPedPtr, _zmBotListBase, _zmGlobalBase, _memory); XpMultiplier = new XpMultiplier(_baseAddress, _memory); CamoFeatures = new CamoFeatures(_baseAddress, _zmBotListBase, _zmGlobalBase, _memory); return(true); } return(false); }
public void Init(SpawnMoney self, int count, Vector3 to) { timeToSpawn = self.timeToSpawn; timeToStop = self.timeToStop; prefab = self.prefab; StartCoroutine(_BoombToCollectCurrency(self, count, to)); }
public void Init(SpawnMoney self, Vector3 to) { range = self.range; timeToBoom = self.timeToBoom; timeToCollect = self.timeToCollect; isDrop = self.isDrop; dropY = self.dropY; dropYOffsetMin = self.dropYOffsetMin; dropYOffsetMax = self.dropYOffsetMax; dropY += Random.Range(dropYOffsetMin, dropYOffsetMax); dropCount = self.dropCount; dropUpSpeed = self.dropUpSpeed; dropUpSpeedWeaken = self.dropUpSpeedWeaken; gravity = self.gravity; _BoombToCollectCurrency(to); }