protected void Start() { TurnOrder.RegisterUnit(this); m_Projectile = GetComponent <UnitProjectile>(); float rotation = transform.rotation.eulerAngles.y; while (rotation < 0) { rotation += 360; } while (rotation > 360) { rotation -= 360; } if ((rotation <= 45 && rotation >= 0) || (rotation <= 360 && rotation > 315)) { m_MovingDirection = E_Direction.North; } else if ((rotation > 45 && rotation <= 135)) { m_MovingDirection = E_Direction.East; } else if ((rotation > 135 && rotation <= 225)) { m_MovingDirection = E_Direction.South; } else { m_MovingDirection = E_Direction.West; } }
public void Attack(Item Target) { BattleSystemClient.Instance.AddActionForExecution(() => { Vector3 _Target = new Vector3(Target.Position.x, 0f, Target.Position.y); _animator.transform.LookAt(_Target); UnitProjectile.Instantiate(_Target, _projectileParams); _animator.ResetTrigger("Attack"); _animator.SetTrigger("Attack"); }); }