void Shoot() { //Debug.Log("FIRING!"); GameObject airBulletGO = (GameObject)Instantiate(airBulletPrefab, airBulletSpawn.transform.position, airBulletSpawn.transform.rotation); AirBullet airBullet = airBulletGO.GetComponent <AirBullet>(); if (airBullet != null) { airBullet.Seek(target); } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag.Contains("UserWeapon")) { PlayerWeapon weapon = other.gameObject.GetComponent <PlayerWeapon>(); TakeDamage(weapon.M_damage, (transform.position - other.gameObject.GetComponent <PlayerWeapon>().M_player.transform.position).normalized * weapon.ImpactIntensity); } else if (other.gameObject.tag.Contains("AirBullet")) { AirBullet bullet = other.gameObject.GetComponent <AirBullet>(); TakeDamage(bullet.M_damage, (transform.position - other.gameObject.transform.position).normalized * bullet.ImpactIntensity); } }
private IEnumerator IAirStrike() { transform.position = new Vector2(hitPos.x, transform.position.y); yield return(new WaitForSeconds(0.5f)); for (int i = 0; i < 8; i++) { Vector2 pos = transform.position; pos.x += -3 + i * 1; AirBullet bullet = Instantiate(airBullet, pos, Quaternion.identity).GetComponent <AirBullet>(); bullet.Fire(Vector2.down * speed); } yield return(new WaitForSeconds(3)); GameController.GetInstance().ChangeTurn(); }