private void Aim()
    {
        Vector3 towerDir = (currentTowerPos - CurrentBrick.transform.position).normalized;

        forceMagnitude    += new Vector3(ForwardForce, UpForce, ForwardForce) * Time.deltaTime;
        shootForce         = new Vector3(towerDir.x * forceMagnitude.x, forceMagnitude.y, towerDir.z * forceMagnitude.z);
        transform.position = CurrentBrick.position;
        pt.DrawTrajectory(shootForce);
    }
Beispiel #2
0
    private void Update()
    {
        if (Input.GetButton("Fire1") && movement.isMoving == false)
        {
            Time.timeScale      = slowTimeAmount;
            Time.fixedDeltaTime = Time.timeScale * 0.02f;

            Vector2 position = mainCamera.ScreenToWorldPoint(Input.mousePosition);

            trajectory.gameObject.SetActive(true);

            if (Vector2.Distance(position, t.position) > stats.range)
            {
                Vector2 offset = position - (Vector2)t.position;
                offset = Vector2.ClampMagnitude(offset, stats.range);

                position = (Vector2)t.position + offset;
            }

            trajectory.DrawTrajectory(position);
        }

        if (Input.GetButtonUp("Fire1"))
        {
            if (Time.timeScale != 1)
            {
                Time.timeScale      = 1;
                Time.fixedDeltaTime = 0.02f;
            }

            trajectory.gameObject.SetActive(false);

            if (movement.isMoving == false)
            {
                Vector2 position = mainCamera.ScreenToWorldPoint(Input.mousePosition);
                movement.MovePlayer(position);
            }
        }
    }