using System.Collections; using System.Collections.Generic; using UnityEngine; public class NetworkMultipleProjectileChainReaction : NetworkAbilityChainReaction { public List projectiles = new List(); ProjectileAbility projectileAbility; public override void ExecuteAbilityChainReaction(Taggable owner, List targets) { projectileAbility = (ProjectileAbility)ability; foreach (NetworkedProjectile projectile in projectiles) { projectile.speed = projectileAbility.projectileSpeed; projectile.ownerTag = owner; projectile.ability = projectileAbility; projectile.lifeSpan = projectileAbility.lifeSpan; projectile.canPierce = projectileAbility.canPierce; projectile.canHitSelf = projectileAbility.canHitSelf; projectile.gameObject.SetActive(true); projectile.Init(); } } }