public IEnumerator Attacking() { WaitForSeconds waiting = new WaitForSeconds(1); float atkAngle; while (true) { Debug.Log("Player is targeting" + targetEnemy.name); if (enemies.Count > 0) { atkAngle = Mathf.Atan2(transform.position.z - targetEnemy.transform.position.z, transform.position.x - targetEnemy.transform.position.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.Euler(0, atkAngle, 0); // transform.LookAt(targetEnemy.transform); BulletPulling.Dequeue(transform); } yield return(waiting); } }
public override void Attack(GameObject target) { PlayerComponent.transform.LookAt(target.transform.position); BulletPulling.Dequeue(PlayerComponent.transform); }
protected void Attack() { BulletPulling.Dequeue(transform); }