Beispiel #1
0
        //=======================================================================================//

        //=======================================================================================\\
        public void Use(Vector2 direction, Vector2 myPos, Vector2 cursorPosition)
        {
            GameObject _projectile;
            Quaternion _rotation = calculate.ObjectRotation(direction.normalized.x, direction.normalized.y);

            ///limits the area a black hole can be instantiated.///
            //-----------------------------------------------------------------------------------------\\
            if (Mathf.Abs(direction.x) >= sm_InstantiateRadius ||
                Mathf.Abs(direction.y) >= sm_InstantiateRadius)
            {
                sm_Instantiate = myPos + direction.normalized * 5;
            }
            else if (Mathf.Abs(direction.x) <= sm_InstantiateRadius - 4.5f &&
                     Mathf.Abs(direction.y) <= sm_InstantiateRadius - 4.5f)
            {
                sm_Instantiate = myPos + direction.normalized;
            }
            else
            {
                sm_Instantiate = cursorPosition;
            }
            //-----------------------------------------------------------------------------------------//

            CleanQueue(sm_BlackHolesAlive);//makes sure the first instantiated obj alive has focus.

            //-----------------------------------------------------------------------------------------\\
            if (sm_BlackHolesAlive.Count < sm_BlackHoleCapacity)
            {
                _projectile = (GameObject)Instantiate(Resources.Load("BlackHole"), sm_Instantiate, _rotation);
                sm_BlackHolesAlive.Enqueue(_projectile);
            }
            //-----------------------------------------------------------------------------------------//
        }
Beispiel #2
0
        //=======================================================================================\\
        public void Use(Vector2 direction, Vector2 myPos, Vector2 cursorPosition)
        {
            GameObject _Projectile;
            Quaternion _rotation = calculate.ObjectRotation(direction.normalized.x, direction.normalized.y);

            hbe_Instatiate = myPos + direction.normalized;
            _Projectile    = (GameObject)Instantiate(Resources.Load("HiggsBoson"), hbe_Instatiate, _rotation);

            if (PlayerStates.Mouse1)
            {
                Debug.Log("mouse button 1 is depressed");
            }


            if (PlayerStates.Mouse1)
            {
            }
            else
            {
                _Projectile.GetComponent <Rigidbody2D>().AddForce(direction.normalized);
            }
        }