private void ArrowShoot()
    {
        LaneSelector laneSelector = FindObjectOfType <LaneSelector>();

        if (Input.GetKeyDown(KeyCode.LeftArrow))
        {
            GameObject laser = Instantiate(blueLaserPrefab, laneSelector.GetBottomPosition(), Quaternion.identity) as GameObject;
        }


        if (Input.GetKeyDown(KeyCode.RightArrow))
        {
            GameObject laser = Instantiate(redLaserPrefab, laneSelector.GetBottomPosition(), Quaternion.identity) as GameObject;
        }
    }
Beispiel #2
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    // Start method is here to assign the target desintation of the gem and have it change for the
    // lifetime if the instance of this laser
    void Start()
    {
        LaneSelector laneSelector = FindObjectOfType <LaneSelector>();

        if (laneSelector.GetBottomPosition() == centreBottomCoords)
        {
            this.targetPosition = centreTopCoords;
        }
        else if (laneSelector.GetBottomPosition() == leftBottomCoords)
        {
            this.targetPosition = leftTopCoords;
        }
        else if (laneSelector.GetBottomPosition() == rightBottomCoords)
        {
            this.targetPosition = rightTopCoords;
        }
    }
Beispiel #3
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 // when creating this function need to pass in the class and assign it to the instance at the start of the function, this is where unity asks for the script
 // to be passed in at the inspector
 public void RedShot(LaneSelector laneSelector)
 {
     GameObject laser = Instantiate(laserPrefab, laneSelector.GetBottomPosition(), Quaternion.identity) as GameObject;
 }