Example #1
0
    public void CmdFire(Vector3 position, Quaternion rotation, float speed, float damage, float range, float gravityScale, bool enableRenderer)
    {
        // var obj = objectPool.GetFromPool(position);                             //Grab bullet from pool
        GameObject bullet = PlayerController.bulletPool.bulletList[PlayerController.bulletPool.curBullet % PlayerController.bulletPool.bulletList.Count];
        //getting the bullet script
        BulletScript bs = bullet.GetComponent <BulletScript>();

        bs.Commence(0, damage, false, 0);
        PlayerController.bulletPool.curBullet++;
        bullet.transform.position = position;
        bullet.transform.rotation = rotation;
        bullet.SetActive(true);
        int dir = mySprite.flipX ? -1 : 1;
        //**dealing with the sprite renderer
        //setting the bullet to face the proper direction and turning it either on or off.
        SpriteRenderer sr = bullet.GetComponent <SpriteRenderer>();

        sr.flipX   = mySprite.flipX;
        sr.enabled = enableRenderer;
        //  print(facingRight);
        //**setting the velocity for the rigid body
        Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>();

        if (gravityScale > 0)
        {
            rb.gravityScale = gravityScale;
            rb.AddForce(Vector3.up * 200);
        }
        rb.velocity = (bullet.transform.right * dir) * speed;
        bs.explosionInstantiator = explosionInstantiator;
        NetworkServer.Spawn(bullet);
        // spawn bullet on client, custom spawn handler will be called      , objectPool.assetId
    }