using UnityEngine; public class HitscanManager : InstantWeaponEffectManager { public Prototype Prototype; public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target) { var p = Prototype.Instantiate(); p.SourceEntity = source.Entity; var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); var t = p.transform; t.SetParent(barrel, false); t.localRotation = Quaternion.identity; t.localPosition = Vector3.zero; // t.position = barrel.position; // t.forward = barrel.forward; p.Range = weapon.Range; p.Damage = weapon.Damage; p.Penetration = weapon.Penetration; p.Spread = weapon.DamageSpread; p.DamageType = weapon.WeaponData.DamageType; p.Zone = source.Entity.Zone; p.Fire(); } }