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- // ------ spell cast script ------
- var spellVFX : BoltController;
- private var projectileStartOffset = Vector3(-0.1, 0.46, 0.2);
- function KeepDoing (currentTarget : Transform, targetController : AgentController) {
- // activate casting effects:
- for (var i = 0; i < castingVFX.length; i ++) {
- castingVFX[i].SetActiveRecursively(true);
- }
- yield WaitForSeconds (1.0);
- // fire projectile
- var pos = playerTransform.position;
- pos += playerTransform.TransformPosition(projectileStartOffset);
- var rot = playerTransform.rotation;
- var newIceBolt : BoltController = Instantiate(spellVFX, pos, rot);
- newIceBolt.FireAt( currentTarget, travelSpeed);
- // deactivate casting effects
- for (var j : int = 0; j < castingVFX.length; j ++) {
- castingVFX[j].SetActiveRecursively(false);
- }
- yield WaitForSeconds (0.5);
- // finish up
- targetController.Die();
- canCast = true;
- thisUIButton.controlIsEnabled = true;
- }
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