using System.Collections; using System.Collections.Generic; using UnityEngine; public class NetworkDrainEffectChainReaction : NetworkAbilityChainReaction { NetworkedDrainProjectile drainProjectile; public bool canDrainAllies; public override void ExecuteAbilityChainReaction(Taggable owner, List targets) { for (int i = 0; i < targets.Count; i++) { if(!canDrainAllies) { if (owner.AlliedTagsContains(targets[i].targetTag)) continue; } spawnedChainReaction = Instantiate(abilityPrefabName, targets[i].transform.position + Vector3.up * 0.5f, Quaternion.identity); drainProjectile = spawnedChainReaction.GetComponent(); drainProjectile.speed = ((ProjectileAbility)ability).projectileSpeed; drainProjectile.ownerTag = owner; drainProjectile.ability = ((ProjectileAbility)ability); drainProjectile.lifeSpan = ((ProjectileAbility)ability).lifeSpan; drainProjectile.Init(); } } }