| | |
| | | public override void Reset() |
| | | { |
| | | base.Reset(); |
| | | start = WorldToLocalAnchoredPosition(bulletTrans.position); |
| | | start = WorldToLocalAnchoredPosition(bulletTrans.position) + bulletOffset; |
| | | end = WorldToLocalAnchoredPosition(target.position); |
| | | duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed; |
| | | control = (start + end) / 2 + Vector2.up * 100f; |
| | |
| | | bounceElapsed = 0f; |
| | | if (hurtList.Count > 0) |
| | | { |
| | | start = WorldToLocalAnchoredPosition(bulletTrans.position); |
| | | start = WorldToLocalAnchoredPosition(bulletTrans.position) + bulletOffset; |
| | | end = WorldToLocalAnchoredPosition(target.position); |
| | | duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed; |
| | | } |
| | |
| | | protected RectTransform target; |
| | | protected Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit; |
| | | |
| | | protected Vector2 bulletOffset = Vector2.zero; |
| | | |
| | | protected bool finished = false; |
| | | protected float duration = 0f; |
| | | protected float elapsed = 0f; |
| | |
| | | out localPoint); |
| | | bulletTrans.anchoredPosition = localPoint; |
| | | } |
| | | |
| | | if (bulletEffect.effectConfig.effectPos != null && bulletEffect.effectConfig.effectPos.Length >= 2) |
| | | { |
| | | bulletOffset = new Vector2(bulletEffect.effectConfig.effectPos[0], bulletEffect.effectConfig.effectPos[1]); |
| | | } |
| | | } |
| | | |
| | | public virtual void Reset() |
| | |
| | | { |
| | | base.Reset(); |
| | | hitTriggered = false; |
| | | start = WorldToLocalAnchoredPosition(bulletTrans.position); |
| | | start = WorldToLocalAnchoredPosition(bulletTrans.position) + bulletOffset; |
| | | end = WorldToLocalAnchoredPosition(target.position); |
| | | duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed; |
| | | Vector2 dir = (end - start).normalized; |
| | |
| | | public override void Reset() |
| | | { |
| | | base.Reset(); |
| | | start = WorldToLocalAnchoredPosition(bulletTrans.position); |
| | | start = WorldToLocalAnchoredPosition(bulletTrans.position) + bulletOffset; |
| | | end = WorldToLocalAnchoredPosition(target.position); |
| | | duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed; |
| | | // BattleUtility.MarkStartAndEnd(bulletTrans, target); |