private void Update() { if (Input.GetMouseButtonDown(0)) { // Fire a bullet towards the mouse Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 bulletDirection = new Vector2(mousePos[0], mousePos[1]) - body.position; bulletDirection.Normalize(); BulletPlayer newBullet = Instantiate(bulletPlayer, body.position, Quaternion.identity); newBullet.Direction = bulletDirection; } }
IEnumerator SpawnObject2() { canShoot = false; playerShoot = true; tmp = spawnPool.Spawn(bullet, PlayerControl.instance.bulletPos.localPosition, Quaternion.identity); pBullet = tmp.GetComponent <BulletPlayer>(); tmp.transform.position = PlayerControl.instance.bulletPos.position; pBullet.hp = bulletHp; pBullet.basicHP = bulletHp; pBullet.speed = shotSpeed; pBullet.angle = angle; yield return(new WaitForSeconds(shotDelay)); playerShoot = false; }
IEnumerator SpawnObject3() { canShoot = false; skill = false; for (int i = 0; i < bulletCnt; i++) { tmp = spawnPool.Spawn(bullet, transform.position, Quaternion.identity); pBullet = tmp.GetComponent <BulletPlayer>(); tmp.transform.position = transform.position; pBullet.speed = shotSpeed; pBullet.angle = angle; pBullet.basicHP = bulletDmg; pBullet.GetComponent <SpawnCtrl>().SetTimeDespawn(bulletStandTime); yield return(new WaitForSeconds(shotDelay)); } gameObject.SetActive(false); }
public void Start() { instance = this; bulletManager.CreateObjects(bulletCount); Instantiate(DatabaseContainer.instance.characterDatabase. data[charCount].objectSet, Vector3.zero, Quaternion.identity); playerManager.Initialize(); playerManager.target.Initialize(); bossScript.Initialize(); effectManager.CreateObjects(100); feverButton.interactable = false; }