// Update is called once per frame void Update() { if (target.transform.position.x < transform.position.x && direction == true) { transform.localRotation *= Quaternion.Euler(0, 180, 0); direction = false; } if (target.transform.position.x > transform.position.x && direction == false) { transform.localRotation *= Quaternion.Euler(0, 180, 0); direction = true; } if ((System.Math.Round(target.transform.position.y, 0) == System.Math.Round(transform.position.y, 0)) && Vector3.Distance(transform.position, target.transform.position) < 0.5) { actions.Aiming(); shotCount++; DaShootMove script = bala.GetComponent <DaShootMove>(); script.shotBy = gameObject; if (target.transform.position.x > transform.position.x) { //Ataque hacia la derecha script.direction = true; } if (target.transform.position.x < transform.position.x) { //Ataque hacia la izquierda script.direction = false; } if (shotCount == 40) { if (!direction) { if (Time.timeScale != 0) { //Creamos una instancia del prefab en nuestra escena, concretamente en la posición de nuestro personaje Instantiate(bala, new Vector3(weapon.transform.position.x - 0.05f, weapon.transform.position.y, -2.13f), Quaternion.identity); } } else { if (Time.timeScale != 0) { //Creamos una instancia del prefab en nuestra escena, concretamente en la posición de nuestro personaje Instantiate(bala, new Vector3(weapon.transform.position.x + 0.05f, weapon.transform.position.y, -2.13f), Quaternion.identity); } } shotCount = 0; } //Creamos una instancia del prefab en nuestra escena, concretamente en la posición de nuestro personaje } }
// Update is called once per frame void Update() { bool isPaused = paused.GetComponent <GameStats>().paused; Vector3 screenPos = cam.WorldToScreenPoint(transform.position); if (!isPaused) { if (bala != null && (Input.GetMouseButtonDown(0) || Input.GetAxis("Disp") == 1)) { if (shoot == false) { actions.Aiming(); DaShootMove script = bala.GetComponent <DaShootMove>(); DaMove script2 = shotBy.GetComponent <DaMove>(); script.shotBy = shotBy; script.direction = !script2.direction; var rotation = Quaternion.identity; if (!script2.direction) { //Creamos una instancia del prefab en nuestra escena, concretamente en la posición de nuestro personaje rotation *= Quaternion.Euler(0, 180, 0); Instantiate(bala, new Vector3(transform.position.x + 0.05f, transform.position.y, transform.position.z), rotation); } else { //Creamos una instancia del prefab en nuestra escena, concretamente en la posición de nuestro personaje Instantiate(bala, new Vector3(transform.position.x - 0.05f, transform.position.y, transform.position.z), rotation); } shoot = true; audio.PlayOneShot(fire); } } if (Input.GetAxis("Disp") != 1) { shoot = false; } } }