using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; public class NetworkDrainEffectChainReaction : NetworkAbilityChainReaction { NetworkedDrainProjectile drainProjectile; public override void ExecuteAbilityChainReaction(PhotonView owner, Taggable ownerTag, List targets) { if (!owner.IsMine) return; for (int i = 0; i < targets.Count; i++) { spawnedChainReaction = PhotonNetwork.Instantiate("Abilities/" + abilityPrefabName.name, targets[i].transform.position + Vector3.up*0.5f, Quaternion.identity); drainProjectile = spawnedChainReaction.GetComponent(); drainProjectile.speed = ((ProjectileAbility)ability).projectileSpeed; drainProjectile.owner = owner; drainProjectile.ownerTag = ownerTag; drainProjectile.ability = ((ProjectileAbility)ability); drainProjectile.lifeSpan = ((ProjectileAbility)ability).lifeSpan; drainProjectile.Init(); } } }