public override NodeResult Execute() { KeyCheck(); AITargeter s = source as AITargeter; float t = times[s]; if (Time.time > t) { Transform tr = Instantiate((Transform)bullet.GetValue(), s.transform.position, s.transform.rotation); tr.GetComponent <AITargeter>().OnSpawned(s.GetComponentInParent <TreeBehaviour>()); //tr.GetComponent<AITargeter>().OnSpawned(s); t = Time.time + (float)rate.GetValue(); } times[source as AITargeter] = t; return(NodeResult.Success); }
public override NodeResult Execute() { KeyCheck(); AITargeter s = source as AITargeter; float t = times[s]; if (Time.time > t) { Vector3[] pts = CircleMotion.GenerateCircleOfDirections(1, this.pts); for (int i = 0; i < this.pts; i++) { Transform b = Instantiate((Transform)bullet.GetValue(), s.transform.position, new Quaternion()); b.up = pts[i]; } t = Time.time + (float)rate.GetValue(); } times[source as AITargeter] = t; return(NodeResult.Success); }