using System.Collections; using System.Collections.Generic; using UnityEngine; public class LaserManager : InstantWeaponEffectManager { public Prototype ProjectilePrototype; public override void Fire(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target) { var p = ProjectilePrototype.Instantiate(); p.SourceEntity = source.Entity; var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); p.Range = source.Entity.ItemManager.Evaluate(data.Range, item.EquippableItem, source.Entity); var t = p.transform; t.SetParent(barrel); t.forward = barrel.forward; t.position = barrel.position; p.Damage = source.Entity.ItemManager.Evaluate(data.Damage, item.EquippableItem, source.Entity); p.Penetration = source.Entity.ItemManager.Evaluate(data.Penetration, item.EquippableItem, source.Entity); p.Spread = source.Entity.ItemManager.Evaluate(data.DamageSpread, item.EquippableItem, source.Entity); p.DamageType = data.DamageType; } }