private void Shoot() { Vector2 shootDirection = targetPosition - transform.position; shootDirection.Normalize(); GameObject bolt = Instantiate(boltPrefab, transform.position, Quaternion.identity); BoltController bc = bolt.GetComponent <BoltController>(); bc.velocity = shootDirection; bc.shooter = gameObject; bolt.transform.Rotate(0.0f, 0.0f, Mathf.Atan2(rotateVector.y, rotateVector.x) * Mathf.Rad2Deg); Destroy(bolt, 2.0f); }
private void BoltUpdate() { if (m_BoltFireRate < m_BoltWait) { float Bolt1Angle = Random.Range(m_MinCannon1Angle, m_MaxCannon1Angle); float Bolt2Angle = Random.Range(m_MinCannon2Angle, m_MaxCannon2Angle); //Debug.Log("Rot1 = " + Bolt1Angle + " Rot2 = " + Bolt2Angle); Quaternion Rot1 = Quaternion.identity; Quaternion Rot2 = Quaternion.identity; Rot1.y = Bolt1Angle; Rot2.y = Bolt2Angle; //Debug.Log("Rot1 = " + Rot1.y + " Rot2 = " + Rot2.y); GameObject bolt1 = Instantiate(m_BoltPrefab, m_Bolt1StartPos.transform.position, Quaternion.identity); BoltController boltscript = bolt1.GetComponent <BoltController>(); if (boltscript != null) { boltscript.InitValues(m_Bolt1StartPos.transform.position, m_BoltSpeed, Rot1); } GameObject bolt2 = Instantiate(m_BoltPrefab, m_Bolt2StartPos.transform.position, Quaternion.identity); BoltController bolt2script = bolt2.GetComponent <BoltController>(); if (bolt2script != null) { bolt2script.InitValues(m_Bolt2StartPos.transform.position, m_BoltSpeed, Rot2); } m_BoltCount++; m_BoltWait = 0f; if (m_BoltCount >= m_BoltToNextPhase) { SwitchState(BossState.Beam); m_SwitchingState = true; m_BoltCount = 0; } } else { m_BoltWait += Time.deltaTime; } }
private void Update() { player = GameObject.FindGameObjectWithTag("Player"); target = GameObject.FindGameObjectWithTag("Target"); if (player) { movement = player.GetComponent <movement>(); gun = player.GetComponent <Gun>(); targetController = target.GetComponent <TargetController>(); gameOverController = background.GetComponent <GameOverController>(); bullitController = bullit.GetComponent <Bullit>(); rocketController = rocket.GetComponent <RocketController>(); lightningController = lightning.GetComponent <LightningController>(); boltController = lightningBolt.GetComponent <BoltController>(); //print(movement); if (movement) { movement.externalController = externalController; } if (gun) { gun.externalController = externalController; } targetController.externalController = externalController; targetController.singlePlayer = singlePlayer; gameOverController.singlePlayer = singlePlayer; bullitController.singlePlayer = singlePlayer; rocketController.singlePlayer = singlePlayer; boltController.singlePlayer = singlePlayer; lightningController.singlePlayer = singlePlayer; //player2.SetActive(!singlePlayer); if (singlePlayer) { enemy.SetActive(singlePlayer); } } }
private void Update() { player = GameObject.FindGameObjectWithTag("Player"); target = GameObject.FindGameObjectWithTag("Target1"); if (player) { gameOverController = background.GetComponent <GameOverController>(); bullitController = bullit.GetComponent <Bullit>(); rocketController = rocket.GetComponent <RocketController>(); lightningController = lightning.GetComponent <LightningController>(); boltController = lightningBolt.GetComponent <BoltController>(); //print(movement); //if (movement) //{ // movement.externalController = externalController; //} //if (gun) //{ // gun.externalController = externalController; //} //targetController.externalController = externalController; //targetController.singlePlayer = singlePlayer; gameOverController.singlePlayer = singlePlayer; //bullitController.singlePlayer = singlePlayer; //rocketController.singlePlayer = singlePlayer; boltController.singlePlayer = singlePlayer; lightningController.singlePlayer = singlePlayer; //player2.SetActive(!singlePlayer); //if (singlePlayer) //{ // enemy.SetActive(singlePlayer); //} } }