void Update() { if (Input.GetAxis("Fire1") > 0 && Time.time >= nextFire) { nextFire = Time.time + fireRate; GameObject Temp_Bullet_Handler; Temp_Bullet_Handler = Instantiate(bullet, emitter.transform.position, emitter.transform.rotation) as GameObject; //Temp_Bullet_Handler.transform.Rotate(Vector3.left*90); Rigidbody TempRB; TempRB = Temp_Bullet_Handler.GetComponent <Rigidbody>(); TempRB.velocity = transform.TransformDirection(new Vector3(0, 0, speed)); Destroy(Temp_Bullet_Handler, 10.0f); } ; }
void Update() { transform.LookAt(player.transform.position); if (Time.time >= nextFire && Time.time >= 10) { nextFire = Time.time + fireRate; GameObject Temp_Bullet_Handler; Temp_Bullet_Handler = Instantiate(bullet, emitter.transform.position, emitter.transform.rotation) as GameObject; Rigidbody TempRB; TempRB = Temp_Bullet_Handler.GetComponent <Rigidbody>(); TempRB.velocity = transform.TransformDirection(new Vector3(Random.Range(-tangSpeed, tangSpeed), Random.Range(-tangSpeed, tangSpeed), speed)); Destroy(Temp_Bullet_Handler, 10.0f); } ; }