protected override void attack()
 {
     // Checks if delay is active
     if (Time.time > nextFire)
     {
         nextFire = Time.time + fireRate;
         anim.SetBool("attacking", true);
         countdownAttack = Time.time;
         health.setInvincible(true, attackTime);
         boxCollider.enabled   = true;
         areaEffector.enabled  = true;
         boxCollider.isTrigger = true;
         gameObject.name       = "Feisty(Attack)";
         CooldownController.Cooldown3();
     }
 }
Ejemplo n.º 2
0
    protected override void attack()
    {
        // Checks if delay is active
        if (Time.time > nextFire)
        {
            nextFire = Time.time + fireRate;
            GameObject           proj    = Instantiate(projectile, transform.position, Quaternion.identity);
            ProjectileController missile = proj.GetComponent <ProjectileController>();

            Vector3 dir = mousePos - transform.position;
            dir = transform.InverseTransformDirection(dir);
            float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg);

            missile.transform.Rotate(new Vector3(0, 0, angle));
            missile.setAngle(angle);
            CooldownController.Cooldown3();
        }
    }