public override void Fire(Animation animation, GameTime gameTime)
        {
            if (Target != null && Target.IsAlive())
            {
                var bullet = new FreezeBullet(this, this.Damage, Target, 0.5);
                bullet.SetColor(Microsoft.Xna.Framework.Color.Blue);
                bullet.SetSize(16, 16);
                bullet.SetPosition(X, Y);
                bullet.SetSpeed(300);
                bullet.SetScene(Scene);
                Sprite.Layer.AddSprite(bullet.Sprite);

                Scene.AddBullet(bullet);
            }
        }
    void Shot()
    {
        Quaternion rotate = Quaternion.identity;

        if (dashDirection == Vector2.right)
        {
            rotate = Quaternion.Euler(0, 0, -90);
        }
        else if (dashDirection == new Vector2(1, 1))
        {
            rotate = Quaternion.Euler(0, 0, -45);
        }
        else if (dashDirection == new Vector2(1, -1))
        {
            rotate = Quaternion.Euler(0, 0, -135);
        }
        else if (dashDirection == new Vector2(-1, 1))
        {
            rotate = Quaternion.Euler(0, 0, 45);
        }
        else if (dashDirection == Vector2.left)
        {
            rotate = Quaternion.Euler(0, 0, 90);
        }
        else if (dashDirection == new Vector2(-1, -1))
        {
            rotate = Quaternion.Euler(0, 0, 135);
        }
        else if (dashDirection == Vector2.up)
        {
            rotate = Quaternion.Euler(0, 0, 0);
        }
        else if (dashDirection == Vector2.down)
        {
            rotate = Quaternion.Euler(0, 0, -180);
        }
        FreezeBullet bullet = Instantiate(bulletPrefab, transform.position, rotate).GetComponent <FreezeBullet>();

        bullet.Init(dashDirection);
        //Game
    }
Beispiel #3
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    void Shoot()
    {
        GameObject bulletGO = (GameObject)Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);

        if (useFreezeBullet)
        {
            FreezeBullet freezebullet = bulletGO.GetComponent <FreezeBullet>();
            if (freezebullet != null)
            {
                freezebullet.Seek(target, currentEnemyWavepointTo);
            }
        }
        else
        {
            Bullet bullet = bulletGO.GetComponent <Bullet>();

            if (bullet != null)
            {
                bullet.Seek(target, currentEnemyWavepointTo);
            }
        }
    }