Beispiel #1
0
    private void FireProjectile(GameObject target)
    {
        GameObject       newProjectile    = Instantiate(turretProjectile, turretHead.transform.position, Quaternion.identity);
        TurretProjectile projectileScript = newProjectile.GetComponent <TurretProjectile>();

        projectileScript.SetProjectileTarget(target, gameObject);
    }
Beispiel #2
0
    public void Shoot()
    {
        TurretProjectile newProjectile = Instantiate(projectile, muzzle.position, muzzle.rotation) as TurretProjectile;

        newProjectile.speed = projectileSpeed;
        AudioManager.instance.PlayTurret();
    }
Beispiel #3
0
    void Shoot()
    {
        GameObject       bulletGo = (GameObject)Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
        TurretProjectile bullet   = bulletGo.GetComponent <TurretProjectile>();

        if (bullet != null)
        {
            bullet.Seek(target, damage);
        }
    }
Beispiel #4
0
    void PewPew()
    {
        GameObject newProjectile = Instantiate(projectile, firePoint.position, transform.rotation);

        newProjectile.GetComponent <TurretProjectile>().damage = damage;
        newProjectile.GetComponent <TurretProjectile>().speed  = shotSpeed;

        TurretProjectile projectileScript = newProjectile.GetComponent <TurretProjectile>();

        if (projectileScript != null)
        {
            projectileScript.Seek(target);
        }
    }
Beispiel #5
0
    void Fire()
    {
        if (m_currentTarget != null)
        {
            GameObject spawnedProjectile = Instantiate <GameObject>(m_projectilePrefab);

            Vector2 spawnPosition = (m_firingPoint != null) ? m_firingPoint.transform.position : transform.position;
            spawnedProjectile.transform.position = spawnPosition;
            TurretProjectile projectile = spawnedProjectile.GetComponent <TurretProjectile>();

            Vector2 directionToTarget = (m_currentTarget.transform.position - spawnedProjectile.transform.position).normalized;
            projectile.SetVelocity(directionToTarget * m_projectileSpeed);
            MyEvent.Post(gameObject);
        }
        m_timeSinceLastShot = 0.0f;
    }