public void SpawnProjectile() { //Instantiate(projectile, transform.position, Quaternion.identity); if (timeBtwShot <= 0) { //Vector3 projectileSpawn = gameObject.transform.position + gameObject.transform.forward; //InvokeRepeating("SpawnProjectile", 3, 0); if (shots > 0) { GameObject Spawn; Spawn = Instantiate(projectile, transform.position, transform.rotation) as GameObject; Rigidbody tempRigidbody; tempRigidbody = Spawn.GetComponent <Rigidbody>(); tempRigidbody.AddForce(transform.forward * force); //May need to get rid of Time.DeltaTime Destroy(Spawn, 10.0f); shots -= 1f; } else { shots = numberOfShots; } timeBtwShot = startTimeBtwShots; } else { timeBtwShot -= Time.deltaTime; } }
private void laserBullet() { GameObject Spawn; Spawn = Instantiate(projectile, transform.position, transform.rotation) as GameObject; Rigidbody tempRigidbody; tempRigidbody = Spawn.GetComponent <Rigidbody>(); tempRigidbody.AddForce(transform.forward * force); //May need to get rid of Time.DeltaTime source.Play(); Destroy(Spawn, 10.0f); }
public Rigidbody2D CreateEnemy(float x, float y) { Bounds bound = enemy.gameObject.GetComponent <Renderer>().bounds; float[] arr = _spawn.GetComponent <Spawn>().SpawnHere(x, y, bound.size.x, bound.size.y); Vector3 position = new Vector3(arr[0], arr[1], 0); Quaternion rotation = new Quaternion(0, 0, 0, 0); Rigidbody2D enemyClone = Instantiate(enemy.GetComponent <Rigidbody2D>(), position, rotation); enemyClone.gameObject.AddComponent <EnemyAI>(); enemyClone.gameObject.AddComponent <EnemyCollideTrigger>(); enemyClone.gameObject.AddComponent <Fire>(); enemyClone.name = "enemy " + _count; enemyList.Add(enemyClone); _count++; left++; return(enemyClone); }
protected override void AddReleaseForces(Spawn spawn) { spawn.GetComponent <Rigidbody> ().AddForce(0, releaseForce, releaseForce); }